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
128 tris, 128x128 texture
that goes boom-boom
Fake Gameboy.
Experiment. Extended lunchbreak practise while work is slow due to summer.
nice model but why no bevel on outside of the casette?
But there is something very amusing with how the rotor spins.
You go, little helicopter.
Pikachu WiP
[SKETCHFAB]13a8f99fa06d4daeac253fd78370d5cf[/SKETCHFAB]
This made me legit laugh
I love it.
Paznos: Awesome Datsun!
That is one awesome undead monster, my friend. One thing that I could add though, give the sword a flat, dull greenish-gray hue, given that the wielder is predominantly red (you know, complimentary colors and all that). But not too much though, just a weeee bit, just so that it wouldn't look drab. #mytwocents
Been aching to do some bigger project for a while, so for now I'm just trying to sharpen my sword for something cool to do
This is my bird model, rigged, animated and submitted recently to the Unity Asset Store.
900 Triangles, there are numerous skins available for different coloured birds, with textures authored at 512x512 and 256x256.
[SKETCHFAB]dd649e5427d843b38f73c4a29a4ee029[/SKETCHFAB]
I need to experiment more with colours
[ame]https://www.youtube.com/watch?v=KSlFaZ7oYIw[/ame]
Also, [URL="[url]http://www.gamesradar.com/32-bit-graphics-are-new-retro/?tag=grsocial-20[/url]"]Gamesradar interviewed[/URL] me about low poly 3D modeling. Mentions polycount too.
http://www.gamesradar.com/32-bit-graphics-are-new-retro/?tag=grsocial-20
@paznos - love the datsun! one of my favorite old school cars.
Here is a galactic boombox altar -
for Entropy
Thanks in advance
Zonrox: Thanks dude, really dig how you handled the lights on the lancer
1970ish Kenworth - 1030 tris
around 900 tris:
around 1,100 tris for the char + axe, around 1000 for the character alone.
What kind of criticism do you want? Design? Topology optimisation? Texturing?
It is rather hard to criticize without knowledge of the goals.
I use this little trick a lot to get outlines using only clever uvs and some AABB(vertical or horizontal) "outline" stripes.
I had seen the trick spoken about here and have been applying it since then
This should explain the technique generally.
And here I use an "L" shape and four quads to get a circular outline shape.
Use the sharp and crisp nature of unfiltered textures to your advantage in place of having to put extra geometry, to put it concisely.
In the mean time, I will try to get some pictures for you guys to see of what I have been working on.
Khalkeus: Interesting color pallet and style, reminds me of The Legend of Zelda: The Wind Waker.
Deelekgolo: You never cease to amaze, you have been a big inspiration for me.
http://static.giantbomb.com/uploads/scale_small/0/486/177631-twinsen.gif
Do a search for some threads he has started. He does some amazing hand painted stuff.
Powers of 2 (2^n) are easier for computers to deal with. 2,4,8,16,32,64,128,256,512,1024,2048,4096,8192 are all powers of 2. While 96 is a multiple of 16, it's not a power of 2. If I'm not mistaken (and I probably am), your 96x96 uses as much memory as a 128x128 texture.
Honestly, wasting memory at a low resolution doesn't really matter. However, it'd be a good idea to get in the habit of using powers of 2. 128x64 (or 64x128 ) will give you roughly the same number of pixels to work with.
Hey! Love this model! Mind if ask on which software have you created the textures?
Onmioji - I know that design and topology things that I need to improve on. I left it open ended b/c I'm also sure that there's tons of stuff that I don't even know enough about to ask for help on, but I see that it would've been good to be specific in the original post.
DEElekgolo - thank you! That's a super interesting technique, I'll definitely use it in the future - I can see where it would've cut out a bunch of geometry in places.
Plis help me because I dunno if I did this right. It looks okay to my naked untrained STUPID EYES.
I got 499 tris. Is that the correct way to measure it? I made the hair, head, and body separate. Anyways..
Just realized I forgot to texture where slight sideburns or whatever you call them would be
PS Don't use solid black and white!
this is great work...kind of making me hungry.
Photoshop and the pencil brush, so nothing special really. I used world machine to generate the base for the dunes but that was more out of laziness.
Another one
Would also like to say, big LBA fan and you got a really neat style going on.
Feels like drawn from another world where LBA3 was a PS1 game.
[SKETCHFAB]496a0abb46ea42ff99f385aacb9c7c68[/SKETCHFAB]