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
Low poly axe, diffuse only, shots are from unity ( blue background ) and maya for wireframe (I'm guessing there is no easy way to do the same from unity without it looking bad is there?)
..... Still need to practice hand painted wood not to mention wood ends
@Littlenorwegians - Omg man, whats the process behind that pixelated old school look ? if it's not a secret
@Chunkey - Really like how the low poly is keeping the silhouette even with such low polygon count.
These are awesome! Nice job!
Assault Platform by Explosive on Sketchfab
Ninja by Explosive on Sketchfab
https://steamcommunity.com/sharedfiles/filedetails/?id=502496874
I'm glad you feel it's authentic or noticeably old school. It's been a process of drawing inspiration from a lot of these older games. Think Vagrant Story affected me here in its lighting.
Heh, other than that, working within a 256x256 map. I wish I had more of a professional explanation. I have started to test 3D coat, so there's that.
Wireframe:
Any C&C's would be appreciated either here or on the thread. Thanks
Yes, indeed vagrant story lighting, and PS1 era of games, didn't recognize it at first cause i was a bit late to play it when it came out (some 15 years late ) but yeah, lighting is nailed.
[SKETCHFAB]9a4af7cad4d64a65bc2ce47834daaddf[/SKETCHFAB]
[SKETCHFAB]ded7b0554d864044af82c2aa4af0a54c[/SKETCHFAB]
Looks cool:) But i think you crease the carpet on the wrong side.
Hehe thats very likely, i'v no idea how it would crease i thought this looked the best
Is nice to see your works. Here is a box i made to practice the textures
And this is a small test I did with a beetle
Un saludo
A boat for LD33
https://sketchfab.com/models/99544d3b3fea4f6783843bf0a71a75d6
A random WoW-ish dagger.
https://sketchfab.com/models/3334e2517b1c4890b4eed69379e1cdbf
Low poly barrels.
Not too happy with the wood, but it´s a try.
1042 tris, im learning low poly character modeling
the texture was handpainted but could have been done with sharper strokes and lines. Will still need some work on the seams.
http://www.polycount.com/forum/showthread.php?t=157149
Every of them are under 800 tris.
Edit - shit, thought this was the WAYWO thread. Posted my stuff in the wrong place.
I've seen your devianArt and love.
congratulations
I need your comments
Stylized wolf weighing in at 480 tris... Been staring at this for a while, and I just know something is off about it, but I can't put my finger on it. Legs too short? Body too long? Both/neither?
Helpful hints, anyone?
Here is something less simple:
I'll be waiting for your your opinions
Un saludo
4 Tris. 1 diffuse 1 specular
For real tho. Man, looking at that takes me back. Reminds me of those bootleg Pokemon cards I had. Cool stuff.
Man this thread makes me all giddy to make low poly
4 days, 5 guys... Didn't get everything in game we wanted to but we are planning on finalizing it.
A Grim Situation
https://drive.google.com/file/d/0B2J...ew?usp=sharing
(this isn't finished but everything works)
two player co-op. need a controller, windows. (you CAN play Grim and finish game solo if you just want to check it out alone- it's just not a challenge)
Grim has to find souls (eventually kill villager to get souls) and take them to their graves. 5 per grave before time limit runs out.
Priest has to save souls by killing them and stopping Grim from reaching the max souls before timer runs out.
Some shots of the work I did and Tim's concepts (Tim modelled Grim, I textured, I did the other ai/textures/anims). With the time crunch I tried to make the characters as modular as possible.
I've got one male body, one female, 1 head, 2 hairs. 3 male textures, 3 female, 1 priest, 1 priest hat, and 2 hair skins. All use the same rig (except ghost), and same anims: idle , walk, 1 attack for priest, one for grim (the death anim didn't get in- the villagers are supposed to get head hacked of by reaper and turn to ghost). The monkey skin was kind of an inside joke that came about during development.
Due to time constraints and the fact I've only been using Unreal for about a week I decided to do the old cel shade hack of inverting the mesh, pushing it and painting it black. I am going to make a proper cel shader for optimization, that'll cut character polycounts in half.
the texture is 128x128 the tri count is 196, this is the character part of the Character Action Platformer, so I didn't feel all that guilty going higher on the poly budget.
the UV's aren't exactly optimal for this specific texture, but the UV coverage is rather good model wide, which will come in handy for extra skins (some of which will play into the story) or for lighting should I choose to swap to a more defined look.
Trying it out on sketchfab
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Image example:
You may already be aware of it, but you didn't mention it in your post so w/e
I like the card but you spelled diety on it while I think you want to say Deity. just a minor thing
JUst finished this 4 days back.
Thanks, it was a quick fix, but I don't feel like editing my links lol.