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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I was required to make a spooky crate, so I've made a zombie to stick inside of a wooden crate, meet the super dwarf zombie. Chuck Norris meets Stubs.
Tris: 1,234
Texture: 1x1024x1024 (admitedly could be smaller but its currently fresh of the painting)
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EDIT: To show animation, here is some funky time
Doing a bit of art tests for a future project. Doing a bit realistic-y animals in a sort of high end PS1-style (Chrono Cross-type stuff. Kinda late 90s, early 2000s stuff)
I did this about 2 weeks ago. It's a shoot'em'up enemy style mech.
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Mostly, I want to know if there's a way to paint them directly on the model using something like ZBrush or if it has to be done in Photoshop.
I realize that Zbrush uses vertex paint, so it may not be the best fit, but you get the idea.
This is my first post... first in 2017
Here is a couple of low poly faceted Chinese buildings i have done for RTS game "Empires Apart"
And much more at my Artstation
https://www.artstation.com/artwork/Ag8R5
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@Tennis Awesome four eyed alligator gar
as well as a speed model on YouTube:
https://www.youtube.com/watch?v=PBQNsztCRJQ
Timelapse: https://www.youtube.com/watch?v=BU1a2Ry4ma0
Artstation: https://www.artstation.com/artist/xelun
Timelapses: https://www.youtube.com/user/xelun92
tiny objects in game, but made them with great love!
I'm making the timelapse of each object of the room:
I’ve been practicing my low-poly/hand-painted techniques by doing old RPG weapons recently. This is my first one: the longsword from FF10. At 334 tris, It’s not nearly as lean as the one from the original game (173 tris!), but I’m happy with it all the same.
I made this low-poly scene for fun. Crits are welcome
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I've made 2 swords today.
Screenshots were taken in UE4.
- Sword 1 (894 Tris / 629 Verts)
- Sword 2 (428 Tris / 445 Verts)
My low-poly take on the Fenrir Keyblade from Kingdom Hearts 2. I ended up removing the keychain, as doing the wolf motif is a bit beyond my skills at the moment. Still, quite pleased with the rest of it!
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546 tri's
Had this low poly model lying around and decided to paint it for fun, still wip. 800 tris
Hi all, this is my low poly model (962 tris)
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The Sketchfab Embedder doesn't seem to want to work for me today, so here's the link: skfb.ly/66EZy and some renders:
The following images are a walk through of my process working im Maya, rigging and texturing, what I found really hard was rigging model and weight painting I still now struggle with it if there is anyone with some use full tips to help the rigging and weight painting stage easier I would be very much thankful.
It has been a long road with this knowing Maya for only 4 months and managing to produce this was a great achievement but now to me i know there are things i could really have done better but that's the fun of learning.
Under 2000 tris and under 1000 quads
My Art station for anyone interested
https://www.artstation.com/artist/mogyie
Final Model
Positioning and dealing with rig problems.
Skinning not good and problems present with model deforming wrong and horrible
Working more with rig deforms trying to fix errors with deforming skin
Looking over the final texture map realizing there is no bleeding on the texture meaning i will have horrible lines showing.
Playing with face texture, low poly cover up, beginning stage for texturing no maps applied at this stage.
Ambient Occlusion Map applied to see where shadows hit and highlights shine, Finalized Model no smoothing applied
UV stage nearly done unwrapping
Final model done time for unwrapping
Block out stage beginning of the adventure
Concept stage rough idea of what i am looking to get in terms of my character.
This is my first model from VFS. The assignment was to create a character from reference under 2500 tri’s. The final count for this model is 2466. There are a lot of issues with it but I tried my best to make it look good. Any feedback is very welcome!
I made a ship for BallisticNG. it was really fun!
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Make low poly man:) with 512 texture
I hope you like it )
1k tris!
Modeling: Maya LT
Texturing: Photoshop
Final Render: Marmoset 3