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
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These are early pieces for a tron-like retro variant but there are lot's of other board styles in the works.
Posted on my twitter at https://twitter.com/jasongordy_dev
modelmodel
My first lowpoly. 1032 tris (without claws 968, but i really, really wanted them).
One waaaay to big diffuse (1024), but was also testing my 'handpainted' textures skills (which are obviously pretty low).
A low-poly character I did (1492 tris, 912 faces - I know my tris are too high but it was actually for a job test to fit within 1.5k) Newbie needs proper critiques
https://skfb.ly/KIo6
460 tris, 256 res shaderless.
all done inside blender.
Edit: Added some more contrast, hopefully it look less dull now.
In those Drift Stage-style models:
...what is actually happening with the glass texture/reflections?
It appears to more or less (or perhaps exactly, I'm not sure if it appears to move slightly at points as the cars rotate but maybe that's an artifact) be some kind of flat background texture that is shown through the glass parts, which are completely transparent and merely expose this "background texture".
How is this achieved exactly?
I need to learn Blender or something properly after years of having a half-assed desire to get decent at modelling. Liking this low poly thread a lot. Maybe it's obvious how the cars are done after getting some experience, but I remember seeing a video of Drift Stage and wondering about it then too...
Something I've been working on the last few days. Also I think this is my first post
Ignore the bad UV seams, thats because the textures are done in seconds to give character to the models. Its just some lightmap auto uv setting
~850 triangles each?
http://acegikmo.com/shaderforge/wiki/index.php?title=Screen_Space_Mapping
Thought it belonged here too though.
My first attempt at hand painted, also happens to be low poly (182 tris).
Crossposting this little skull cake I made for my girlfriend's twitch profile
It has been a while since I have done one of these, but it was cool to return to it. Not too rusty, I think.
Just wanted to say that you all inspire the hell out of me!
Anyways, here's a WIP - I'm making a retro action-RPG with Unity (modeled in blender).
I'm going for the low-poly models + pixel textures.
I realize the uv's aren't perfect (stretched pixels etc) and somewhat ugly texture as it's basically a sketch of an idea and I'm just trying to get the style down.
Anyways, I would love to get some feedback and hear what ya'll think.
Working on a small unity Level all feedback is wanted
Working on making modular ruins for my senior project. Rendered in Unity.
I'm in love with this art style dude. If you don't mine me asking, how do you do it?
For Torchlight II.
I can get antialiasing turned of in the view port of maya, but I was wondering how I could get it to turn off when rendering? Turning antialiasing off doesn't work for me :-/
I did not expect such a positive response so I am humbled. I hope to one day get good enough to work in the industry.
The pixelation part is fairly simply. Usually I just end up scaling down my render by 50%, then increasing it back. Not having any sort of smoothing filter on to blur it out. You want crisp pixels. Other than that, I must admit it's very much just experimenting.
The style has just developed. I mean, I started with this in 2013.
Just trying new things with modelling, textures, lighting, rigging. The universal-type 3d artist skills, but working with doing the most you can with as little as possible, at times.
Really, I want to one day make a larger project in low poly and perhaps in that sort of medievaly style or similar.
I was commissioned for a piece recently and here it is.
Thanks again. And keep the good art coming, guys. I love it.
This ones 592 tri's.
TURNTABLE
http://www.black-baboon.com/face_01.html
I need to practice this art style because I have a particular video game idea in mind and this art style would fit so well (which will probably never happen, but I can dream right? Haha!).
Bravo my friend.
Thank you very much for the kind words!