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
First model in a while, a bit inspired by chrizz1's bolter pistol.
Also, first post
I think I may pick this up and carry it on abit, was only a 20 min 3d doodle, Im reading eisenhorn by dan abnett for the second time and respark my interest (good book) in the warhammer world and figures.
Also I checked out your folio and i saw your floating island (I really like it btw!)and reminded me of a dream I had a while back which I painted out quickly in ps before I forgot, was gona model it but college work got in the way.
http://i12.photobucket.com/albums/a232/computerscreenmagic/1-7.jpg
(didnt want to post concepts in a low poly thread)
Pierate, me thinks you've done a better job than me:)
Pireate: Cool first post, welcome aboard!
A very basic texture baking the cavity map and the dust map mixed together
Nice starting point for shading, thanks go out to whom told me the trick
been working on a demo snow level using 1 512² PNG texture. 18 tile Meshes are used and 4 sprites everything together is about 200 KB now. But the PNG textures can be optimized and I assume that this level with equal visuals can be compressed towards 70 or 80 KB.
online demo
there are some minor clipping issues and in some rare spots even depth sorting trouble. But all in all it should be again faster.
As soon as you release any keys so stop turning the camera or moving the engine turns automaticly into a idle mode- if you leave the tab or the browser it even goes into a pausing mode. It should automaticly run as soon as you input anything - but these measurements should keep your CPU usuage low.
the editor has been improved as well - I can basicly use the same engine inside the editor viewport. Tiles and sprites can be placed and rotated, picked up or deleted. Because its all displayed in the engine their depths are sorted automaticly making it comfortable working from a top view.
the red dots are the pivots of the sprites
no API,- all custom from the ground up writtin code- same for 3d format I use a my own binary file format that way the filesize of the polygon objects is extremely smal (often smaler than 1 KB). I have a flashkit forum thread regarding my first 3d file format. It basicly comes down to using maxscript to generate the binary file and AS3 to read in the binary file.
For this engine and editor I have been working now already 3 weeks (from the ground up)- there are some hills to come (collision detection , character movements,...) so will see when and how I reach my goals.
I need an ai-scripting port, and animated mesh support, an ui support and controlls setup + some minor other stuff aaaaaaaand i´m doing some secret-of-mana webgame .. I´m watching you 8)
Renderhjs, great work, so well rounded.
SO this is MRAwolf ,found my old password so i'll be posting from this nick from now on.
496 tris for character ans 22 tris for axes, 1 128x128 and the axe has a 64x64.
Redid the warrior with another outfit
thanks
Wow, you really know your actionscript. I've been programming AS3 for almost a year, and I can't pull anything like that off. As jealous as I am, this sort of project is really inspiring for my own work. It shows me how far I can take my AS3 projects. Keep up the great work renderhjs!
Your engine is still running great in my browser. It looks like you've locked the framerate at 42, which is a good level to have it at. Pushing for the full 60 in a Flash web application is a bit ambitious, and the important thing is that it stays consistently above 24 fps. The culling system you've developed is also impressive, I love how you're keeping track of everything visible constantly.
A modular flash 3D engine with minuscule file sizes and fast loading times. It has a lot of potential.
PS. AlphaWolf, your low-poly work is as stunning as it ever was.
AlphaWolf: I'm really digging your whole character set, this new warrior is one of my faves!
another update (no coding updates though)
online demo (same url as before)
there is not yet a visual preloader and because this time 390 KB have to be loaded it might be empty for a few ms or seconds depending on your internet connection. I like the texture and anti-aliasing sharpness when idling or pausing: it looks almost like a fineart photoshop illustration- you wont notice much difference when moving.
There is a fence in the level that has not yet any textures and some of the UV maps have some free space that will be used for other objects.
I thought I'd deliver some more specs this time:
### level stats ###
- screen: 600 x 340
- bitmaps: 10
- objects: 462
- sprites: 135
- faces: 5879 (~10876 tris.)
- cells: 81 = 9 x 9 @[ 360 x 204 ]
- init. time: 150 ms (0.15 sec.)
also here is a sheet of the current textues, meshes from above (3dsmax screenshot) and the used sprites
ptoing: whoah, crazy seeing you around here. I used to worship your pixel skills like 8 years ago
Nice stuff, man. So, did you get a new pc for this, or did you get stuff to work fast enough?
[edit:] Thanks for the tip Slaught! Thanks dude. He was actually made for smiling.
Was referred over here from maxforums, and gotta say some awesome looking stuff. So basically, I want to try my hand at low poly art, I guess from reading things here it'd be ds spec?
(340 tris)
(357 tris)
Couple things I was just curious about, is there any tutorial about how to give something a toonshaded look? I know you can scale up your model and invert normals, but if I take any tutorial on cel shading as a material and then apply it, would that be close to the equivalent look to it on the DS? (like say, Phantom Hour Glass)
Another question is about texturing, from what I read on wiki, DS can handle up to 1024x1024 res textures, but only 512kb of memory, so how big are textures for a character usually? from what I've seen here, around 256x256?
And once again, hello, thanks for the help and comments/critiques are always welcome
P.S. sigh...how do I post images? Huzzah! figured it out =D
Much awesome...Loving these guys!
@_Gr9yFox_
Cute guy.
Maybe make the mouth a bit more noticable it kinda get´s lost in the fabric texture.
unwraped and ready to rock with a 256!
glad your liking them, I think the last one is my fav as well.
do yourself a favor and use a unwrap checker that gives you the ability to see how big an actual pixel in your final resolution is
Haha, I started pixelling April 2003, which is like 5.5 years ago. You got a time machine?
I still love pixelling a lot, but I wanna broaden my spectrum from 2D to 3D
srry if it's too small
24tris & 128X128 texture (the sheet is on my diff pc, cannot post now)
Maybe some people got fooled into thinking you've been at it since the dawn of time, with all the C64 spec stuff you did. :poly128:
Wayuki here, btw. With me it was the other way around: broaden my spectrum from 3D into pixel art! !
that looks good, but i'd like to see it with either some baked in lighting, or some realtime lighting perhaps.
http://boards.polycount.net/showpost.php?p=852273&postcount=81
your triangle count must be through the roof though
it runs good ingame.
For example between the eyes, the middle of the heart, inside his face and crazy alot other places. There are also alot of faces that are not essentially needed to define the shape for example the antenna, the top of his head and at some places on his hands.