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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It has a count of 344 tris and the rest of the details are in the image.
model
I made a follow-up image. For some reason when I export out of GIMP it really hates the red beam, for some reason.
My first ever vehicle. In concept, a belted-motorcycle. With a big tank-track instead of wheels. For a game concept I have that's rather dieselpunk.
model
and the hi-poly version
Scene from a personal project, heavily influenced from a game from my childhood (guess which one?).
Entire scene is just above 6,000 tris.
Curse of Monkey Island! Yes. Totally.
Littlenorwegians Yes! Big fan of your work.
Is there any place where I can learn to do something like this?
Whenever I try to aply the pixelart texture to my blender model, the pixels are deformed. Is it because I use triangles other than squares?
Thanks.
I don't know if I should be posting this in here, but here is the result I am getting.
Given that I am playing with Blender, my first modeler for a week now, it seems I am doing a nice progress. :proud:
That part in the right corner is like that because I didn't work on that yet.
This is the texture of the office chair from my scene above (256x256 with UV outline). The model has curves and bends but I've tried my hardest to make sure that it unwrapped evenly, then I spent a good amount of time straightening and aligning the UV's to pixel accuracy (Snap to Pixels helps).
Am I doing it right?
The part on the midle is adjusted to the one in the left, but as it goes to the botton it starts to become stretshed. If I turn it into a box I would have to compense the size of things in the texture pixelart, am I right?
Sorry if I shouldn't discuss it here, guys, I am almost desperate for help on this issue.
Message me if you have any questions, lets keep this thread to its subject matter!
Figured out how to do this after I "reverse enginered" an awesome piece of art I found on here: http://opengameart.org/content/low-spec-airspace-fighter
I am still strugling to learn how to do some things like a rotating animation and getting rid of that white line that appears whenever I bake the image. Also, I though of a nice pixelart particle system for the engine fire, I just need to try it later.
3D viewer link: https://www.artstation.com/artwork/LEWww
Right now it is trying to see what color extends beyond the island and interpolate that into the texture but since there is nothing there, it is showing up as a white line. This has to do with a performance enhancing function called Mip Mapping, which resizes the resolution of the texture based on how near or far it is from the camera. The closer to the camera, the bigger the texture (until it hits the actual resolution of the image), meanwhile the further away you move the smaller the texture becomes, introducing artifacts as it samples the pixels when it downscales the image.
Action waiter for my new scene of the same personal project as before. Single 256x256, slightly over 1000 tri's.
Remixed my remix of dolan, i wonder if the challenge restricted a big change? don't remember but this might have happen then, i'll go look enjoy! Just now of fthe head.
http://polycount.com/discussion/41232/lowpoly-sub-1000-triangle-models/[sketchfab]768a2444b2d4427eb0fed337704324bd[/sketchfab]%20[url=https://sketchfab.com/models/768a2444b2d4427eb0fed337704324bd]Airfield%20Pacific[/url]%20by%20[url=https://sketchfab.com/rudolf-rednose]rudolf-rednose[/url]%20on%20[url=https://sketchfab.com]Sketchfab[/url]
Sorted here. https://www.artstation.com/artwork/9Rn0q
Had too much fun with Dolan i did Amon will do rest when I have time, but oh man i miss this.
a bunny i made
model
model
model
The tri count for this character is 2434 tris.
The Flower Monkey
The Hover Bot
The Catbat
I'm not going for efficiency, so the final piece may be >1k tris.
(I know that squid meat doesn't look like that. I thought it looked too uninteresting otherwise.)
~500 tris
Giving a try at some hand painted textures, as well as some practice making usable models out of my concept sketches.
Painted on model in blender, I suck at picking colours and I have a seriously inconsistent shading, but its a start.
anywas heres a small Sznsi
she is 1100 tris
and texture 512x512
Straightening out the UVs, making sure islands are appropriately sized and moving things around could easily get everything to fit.
I don't even know what vegetable that is. I kinda gave up on texturing it anyway.
Anyway, this piece is pretty much done. I wasn't expecting it to stay <1k to be honest.
Here's XV-tan! The mascot for both approval and denial. She's 572 triangles, while the chair is 142. All made in Blender 3D using a palette of 16 colours (except for the background gradient change).
the wings are supposed to have transparencies , but you dont see them probably because i have to run 3ds max 9 through a VM.. anyways i have to rig and animate it still.