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
1500 tris // 512x512 tex
model
Finally finished this today. Had this guy on hold for several months and things kept getting in the way!
some thing new I am working on - just over 1000 tris . currently with 1 subd, thoughthat is just for presentation
Sketchfab link ----> https://sketchfab.com/models/00d1afb01240417aa1cd41ebc8a9f72d
Awesome stuff, guys. Really. This thread just keeps getting better and my reference folder just keeps on growing.
I did 3 commissions. All in different styles. Adaptation is healthy, but I gotta be sure to remember to do more on my own stuff/style/thing as well.
That Freeza's legit, @Bummer6
Damn fine work.
104 tris
Viewer:https://www.artstation.com/artwork/wOAmV
Missile I made with particles in Unity3D. 189 polys.
Here's one I did over a few evenings this past week: Based on a concept by Garrett Hanna http://gh-graphics.tumblr.com/
Trying to see how low-poly I can go and still have recognizable characters. 728 tris. 16x32 texturemap for both characters combined.
but my main question is are my wires okay? and i was thinking of adding a few more tri's under the arm pits on the chests side for better deformations is it needed or am i good? anyways here's the model.
Hah! I made a Metatton too!
I also made Metatton EX.
I've added to the roster- Ken Blocks's latest creation, the Escort mk2 RS which uses a 128x128 texture which is a departure from the others that uses a 128x64 due to asymmetry on both sides and how the model is constructed.
The other addition is the Lancia Stratos Evo 2- had a lot of fun making these, currently trying to build a modular tileset for the scene that will be a multi storey car park, although work's been pretty full on recently so grabbing the odd hour here and there to experiment.
I doubt this will become a game due to licensing of the cars etc but it's just a nice diversion from the day job
Here's a quick animation of the Lion Mech I did some time ago
qwerty: looks amazing
Im working on FPS concept for fun right now, in between Drift Stage and Sky Rogue.
I plan to do some normal mapping and stuff with it, but for now I just have the model done.
Its pretty high poly compared to what I usually do, but its still well below 1k. Lots of hidden faces and smoothing groups to hide the quads.
amazing stuff on this entire page honestly (let alone thread)
on my end i have a 3d class for the first time this year and well im not sure if this is lowpoly enough but here
A model I made last night (Dorothy from Big O, 1,028 tris), not yet textured, just applied some plain diffuse material at the moment.
Still pretty new to modelling, critique and advice are very appreciated (the hands are a mess, not quite sure how to shape them...)!
312 polys 209 verts
I'm loving the PS1 and clean looks, What are you guys using to get the cell shading and no texture filtering?
is everyone pretty much using blender or what? I would of checked the link in the OPs post but the link is broken.
You guys inspired me so here my efforts.
Better watch out, I'm coming for you.
I've been so busy looking for a job (Real life, eh?), but here is a potato I made.
Today's little something
to make stuff happen faster, i modeled something very lowpoly and tried to unwrap UVs on that
(and i totally stole bits of kenneth fejer's texures, guilty)
also, having exactly 200tris feels gud man
Also set it so there is no shading, so like diffuse at 100%
EDIT : The texture was showing up at some weird resolution so i fixed that and some more stuff : i think im done with it now
Just here to again increase the nutritional value of this here fine thread. Carry on.
(also, low resolution for some of the aliasing (as opposed to the anti-variety) but also turning off mipmaps in programs like blender. And selecting point-texture filtering instead of bilinear in game engines like Unity.)
Though if you have anti-aliasing enabled it will still filter it in screen-space. I use the default scanline renderer with these settings to disable texture filtering and antialiasing. (And I Enable SSE to speed things up)
Hey! My big success today was getting the alpha to work properly. I wanted to model some gibs for "Thanksgibbing" today but saw some other veggies and thought that might be more appropriate for my skill level. I'll be trying again soon (going for something a bit more attractive next time [maybe with a normal map?]).
Maya says 368 tris.
Also, sorry if the image is too big. Still trying to understand the Polycount update (EDIT: scaled image down!)
*Cries*
Here is something I did just for practice
And an Ice cold Nuka Cola
I haven't posted here in a long time... Here's a character I finally got around to completing for my PSOne game. Link to video below. Poly Count is 381 - Vertex Count is 199. Flat / No Light
https://www.youtube.com/watch?v=3SREyKQIqzY
btw, any chance of you releasing a simple model-viewer version of your PS1 engine so others can see how their models would look on the hardware?