This is the sweet spot for your low-poly models. Post 'em if you've got 'em!Low-poly hasn't really been a requirement in the games industry for a long while now. This thread is for low-poly art style appreciation, so please take note of these rough guidelines:
- Keep models under 1,000 triangles.
- Scenes are fine, if all models are low poly.
Some dedicated low-poly modelling tools now exist that make this art style a lot easier to produce;
Crocotile3D &
BlockbenchHere's a handy list of ways to make your art look right in mainstream 3D software:
Low-Poly Art Style Guide
Replies
Looks bloody awesome! Reminds me of Redwall.
Really cool!
https://www.assetstore.unity3d.com/en/#!/content/39320
It's an awesome blog, thanks to you!
Here's an update. I messed up the lighting of the leaves. Which makes me admire the simple yet clever way the diablo3 trees are textured.
Yeah, simon, thanks a mil, your blog is just awesome with all those thoughts and researches on game art tricks. And thanks to you citizen_J, to have put the link to them. ^^
Nice tree btw ^^i love how it moves, it makes me feel the wind is blowing on it.
I really like that!
The older one looks a bit spooked.
Looks good! You should look into smoothing groups. http://wiki.polycount.com/wiki/Smoothing_Groups
EDIT: Actually now that I look at it, that one cross section of the lower parts could have a bit more detail, something like
or
Just to give you an idea
[sketchfab]b1b05df2351f4957b3693e5de40a6a8c[/sketchfab]
Wip 03 by inpwbusina on Sketchfab
Thanks 9skulls! Glad you liked it. I can see how the Chromatic aberration could be a bit distracting, I may have got a bit over excited when I found that particular effect in marmoset viewer haha.
You're totally right about the metal cross section at the front, I definitely could have pushed the design much further in a few places.
I really appreciate the feedback, I'll definitely take it on board for my next project!
Created for the Sparks fan art comp on the dirty bomb nexon forums, I hope you like it
256/256 character texture, just over 1k triangles, poor topology for animation and crappy uv's :P, live and learn!
3d viewable version is available heerree
https://www.artstation.com/artwork/sparks-dirty-bomb-low-poly-fan-art
Thanks. I appreciate your feedback, but all these decisions you mention was made for certain reason. First: this diorama was decided for free view with Sketchfab with possibility of close zooming (I left much of geometry because of this) . And second - there will be about 6-7 characters so top of scene wouldn't be empty.
Really nice.
Got the itch to do more low poly tonight, so spent it making a Whale
I hope you like!(256, just under 1k tri's)
3d Version available @ https://www.artstation.com/artwork/lil-whale
Bye
People seemed to like my otter so I experimented and made another using slightly different techniques.
Made a little intergalacticassette tape. Part of a bigger project called Entropy. Check it out!
A friend's cat. 376 tris, 256x256 texture.
Sword created with Blender.
I keep practicing in my spare time. :poly136:
Feel free to comment please !
[sketchfab]17ae4961e2b04dfea26fda6816987f1c[/sketchfab]
Wooden door + stone by cinderedge on Sketchfab
[SKETCHFAB]1d7a9afea8da436989594c3483d92767[/SKETCHFAB]
ha! I love that
Asset for a small platform games
Need critics pls
Thread is here: http://www.polycount.com/forum/showthread.php?t=155190
[sketchfab]0dd44213a0674c888c11dd6b3253b8e6[/sketchfab]
Tidal Slasher by Serphantim on Sketchfab
Most sincere condoleances, it looked gorgeous.
[SKETCHFAB]2fd93accd84e4b4d86264dbf05044286[/SKETCHFAB]
Each vehicle is < 1000 tris
@Prominent - Thanks, the lack of shadows really is noticeable, and I am wasting time thinking which way is better, the good ol' blob shadow with alpha map on a plane OR same blob shadow approach, only use vertex paint with alpha and no actual texture... decisions, performance optimizations, endless resources on transparency in games... Also love your work on crocotile
Oh and this is purely derailing the point of the thread but it really bugs me, the way older games ( ps one and N64 era) used alpha maps on almost every step and were optimized to run fast but it turns out that there is really no efficient way of using alpha materials on objects without some serious planning of draw orders and such... I should make a separate thread on this subject in the appropriate section
First hand-painted texture in a decade, and first ever using Blender's texture paint.
588 triangles.
Thanks
I modeled and skinned this recently with Crocotile 3D (there is a new version out now that adds paint tools):
Been busy as of late, but I am doing more low poly stuff and I need a bit of help.
Materials. Specifically metal (and leather)
Need some help with where to improve and go from here. Any tip welcome
EDIT (So not to double-post)
Made another low poly animal. This time a skeleton. Don't really see animal skeletons in fantasy fiction. Not clean-white ones less so.
Not entirely happy with this one, but hey. Learning.
Love the light and material on the blade and gemstone. Quite the impression of some cold steel.
This sort of stuff is really fun to do. I'll definitely be doing more of these in between my other projects.