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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Playing with a style that has odd face shapes instead of quads. I'd like to do more vertex normal editing but blender doesn't support it.
Some sort of gateway/threshold/portal.
Feathers McGraw from Wallace and Gromit, 640 tris
Thanks!
First post in this forum!
This is my first post too :d
I'm (almost) completely new to 3d modelling, but I want to get better at it, so today I made this low poly pick up truck
Ugly as hell, but I still like it Constructive critisism is more than welcome.
(I found the UV unwrapping part the most difficult. Anyone know of some good tutorials out there?)
224 tris
126 verts
64 x 64 res
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Not focused on the custom vertex normals and shading, only triangulated faces to achieve a low poly look.
A little molerat, 828 tris.
Also, eventually they are all going to end up as tris. And there is this basic baking rule when it comes to normal maps, that you make sure the baking and displaying triangulation is the same. On such a low poly mesh, you can improve the shading a lot by carefully moving those verts and normals.
A Saab 900, from a larger scene:
http://polycount.com/discussion/186966/low-res-street-scene-wip
I also did a Tuk Tuk.
Did a bus for the scene, based on old Soviet models.
More Screenshot - https://www.artstation.com/artwork/4LZyL
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this contain 420 tris
https://www.artstation.com/artwork/amlqz
756 tris, more here
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more images here https://www.artstation.com/artwork/DJ9Pe
This model has 494 tris.
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Blender and 3D-Coat. (1024px texture and 362 tris)
Need critics.
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*Ops, It' has more than 1k poly. Sorry for that!
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I'm aware the 1860 Henry could be optomized a bit more.
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368 Tris and 1024x1024 texture.
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I recently started working on my modeling skills. I've been making pixel art for games for the past 5 years. I really like the low poly + pixel art texture look so I started working on that with some simple geometry. Still struggling with UV distortion, but here's what I achieved so far. Any tips?
For the most part, it isn't a bad start - and again... It's coming along well.
Maybe you can improve it and re-post your progress?
Lysæna said: Thanks a lot, Lysaena! I've been honing my pixel art skills for some time. I hope I can put them to good use.
In the meantime, here's one of my attempts to make a nice pixel art render in a 3D space. I call it "ImpossiBox". (but it was actually quite easy to layout the UVs!) I feel like I'm getting close to the render quality I want, but I'm realizing it requires a lot of planning in the modeling phase. I'll keep working hard on that.
Here's the Sketchfab in case anyone wants to look at it in 3D/take a peek at the texture map or triangle count etc!
My final poly count clocked in at 920. I know it's slightly rough around the edges but any feedback is more than welcome. Thanks!