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
Click pic for video and maps.
Love the lowpoly work keep on trucking
updated version:
Just some pokemon fanart
Nice one, I love this lowpoly vehicles!
I did a quite similar one, ages ago...
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@Paznos - Nice cars, will they appear in a game, or its just for fun?
Here is a wip of an enemy for a retro style vertical jet fighter game.
338 tris
[ame]https://www.youtube.com/watch?v=Oqdb6eWjZVI&index=2&list=LLldOggPODxtByJ0OH6_W4vw[/ame]
wait for drop 1:15m
Whats a transformer if it doesn't F-ing TRANSFORM BABY!
Situation is though that the robot is not as low as the vehicle (1600 tris - not so low i guess) and the plan for today and tomorrow is i have to revert the bot down to the vehicle again and then edit it's tris down so that i can attempt to make it lowpoly but i doubt it will be very low but i will freaking try.
Going to have to post robot in it's own thread or the WYWOT.
Sadly opt currently doesn't but i will redo him so that he does cause i think it would be cool to see him and mega tron transform to battle.
Does transformers have a video game yet? Didn't look it up, sadly i probably should have but it might demotivate me if i am honest.
More soon!
Oh yea, uhm i'll try to share what i can, soon just give me a bit to sort it out, just saw this thread again for today.
I don't fortget the peeps, don't worry.
Love the work all, keep on love the old style stuff.
Edit here is the Guide, would love people to pm me or whatever when they use it to see if they get similar results, i'd love to see its use.
Enjoy 9skulls.
https://www.artstation.com/artwork/mini-tutorials-guides
I have thought about stuff involving a geometry shader and utilizing vertex colors to determine distance the "shell" geometry is away from the actual geometry. I manually did this with that pumpkaboo model I recently made since some of the shell geometry was poking into the actual mesh in some parts.
That post I made before involving the AABB texture and clever UVS is a good way to get line-weights on the surface-detail parts.
Demonstrated here
who knew, it wouldn't take two days:
might change the situation to 1024's and any triangle counts on the new optimus and this guy so no more lowpoly (too much geo).
Now i have to clean everything up, but i have to start a thread for this as only the vehicle by its self is boarder lining lowpoly, just showing the peeps that where wondering. Will make a thread tomorrow, probably until then beddybye.
Outline topic:
Cool, I just thought of an idea though i don't know if would work, you know how you can see normals lines perhaps if a shader was written to write a color at the endings of those would it work? I am wild guessing but perhaps this starts a few tests on the idea otherwise at least i tried.
And just incase:
128x64 textures, both cars are just under 400 triangles each- trying to keep the palletes down too.
There will be more later, still need to finish the R34 (spoiler and some other small bits) and then on to the next car... whatever that will be! Started doing these to blow off some steam in the evenings but it might develop in to something.
This time, I have reconsidered my texture size from 96 x 96 to a 128 x 128 diffuse map. Many of you might ask why I even used an alpha map. I know that I could have easily just adapted the glasses and eyebrows to her eyes and hair, but these are meant to be moved around. The glasses more specifically, can be taken off. Lastly, the eyebrows can convey more emotion. Her texture will obviously need to be changed depending on if the glasses are on or off her face. As for the eyebrow shadows on the hair, they will need to be redrawn to a new position.
P.S - It is a pain in the neck at times to try and manipulate an image into a 3D model. Obviously there are many ways around this, but some are harder than others.
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Oh, I remember Eric W Schwartz's work from my Amiga days!
Sorry, Deelegolo. That is something that I need to work on. I will also try working on, "Quoting" other users.
That's fun, iLKke. Unfortunately I was not born yet, but here I am now. I assume that I am much younger than most of the users on this website, but I guess that is to be expected.
Excuse my wire frames, the image size, and the unfortunate amount of space, as it is not matching again within a proper power of 2 ratio in width and length, but I am sure you will appreciate my first set of wires.
For the future, I will just be, "Print-Screening" the rest of my images of wire frames. (Like the one on the right end.)
Nice character, Xelioth. Has an interesting, yet simple art style. Reminds me of, "The Legend of Zelda: The Windwaker".
Joopis, this is mainly for your sake, but everyone else is welcome also.
Do you mind if I ask you a question? How can I post a, "Gif File Extension"? Is it the same way as posting an image?
Cause that's pretty ridiculous, sry i calls it like i sees it.
Edit:
I should be more informative, this is not how the site works, the only reason you ever see constant posts from someone is because they need help on their own threads or they update on their threads.
This is considered spam Mr. and people get T-d off seeing this type of replying, so no offense possibly from whatever other forums you use this might be the norm but on here it is not very welcome.
Nice work on that model thou.
Is that as easy as, "Quoting" someone? Is there a specific button to do that? Just a curious question, and I hope you do no view me as looking at this like a rhetorical question. If there is no specific button, I will try to make it compact. Look at that! Two messages, I will not be posting anymore until someone says something furthermore.
Great rocket launcher design!
That's a real cool AXE Gmanx.
I can't start a thread here yet but I have a thread at blenderartists
Where I'm trying to learn how to make low polycount meshes.
If you could tell me how you got your AXE to look like that with
render ,material ,lighting etc etc settings .I can't tell but I don't think your AXE has a normal map.
I'm just about clueless to making and render good looking game meshes.
So I would really appreciate any help ,tips at all.
Thanks
Dog of War. Made another one of these as they are good fun to make.
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