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
About 496 tri's. Tried to see how absolutely miniscule I could get the texture. Right now it's about 16x32. Now I should probably pump it up to 32x and give the face/pants s'more love.
Also kind of getting some annoying seams, probably from using pixel snap. Dammit.
Keep up the good work, guys, back to lurking for me.
But even if that weren't the case, going low poly with a limit is, at the very least, an entertaining exercise in control and problem solving. It's like a freakin' puzzle.
So just eat your damn soup.
Laheen, your pokemans are lookin' mighty good there. Hurry up and dollop some textures on those babies, or just send them along so I can. ;P Only note is that Glaceon's back toes look a little too thick. Should be a smidge more petite.
Left is what I have now, right is what it was before.
I'm basically bored and going through some of my old pokemon models and making them ds/psp specs. I still have more to cut on duskull though~
340 tris right now, 100~200 more tris to cut.
**
240 tris now.
every tri you don't see is on that level, a wasted triangle, a triangle you should use somewhere else, where it's needed, thats all
lol
The reason for that is that for applying perspective distortion it usually requires splitting your quads into triangles because of the affine or correct texture mapping
apart from the technical reasons its almost a aesthetic way in it self seeing here highly optimized meshes while still pushing out the most that is possible with such a few faces.
Great job! Now I wonder when the heck are they going to make a Pokemon DS game with actual 3D Pokemon!
I've decided to make a little DS scene, a 2v2 pokemon battle, fuck yeah. I've heard the DS can take 2048 per frame, so I figure onscreen each pokemon around ~ 250 tris (lower the better!) and the left over for the environment. (So 1k for pokemon, 1k for environment, basically. Give or take a few tri's.)
Time to texture and make the environment~ (And cut moar tris where I can.)
**
Start on the stadium.
Keep in mind that it's not 2048 tris for the total scene, but 2048 rendered tris. The DS does have backface culling, so backfaces don't count!
If you want a better idea of how many tris you can use, make a selection from the intended camera angle with ignore backfaces on. You'll be able to use a lot more triangles than you think.
298 tris.
Skinning soon
His name's Valon
Concept (not made by me) is here http://oh8.deviantart.com/art/Valon-KlonoaWarrior-request-74857291
just a wip right now showing the concept
rocks are hand painted babi
example model for a tutorial
A DS will run 1024 triangles per screen at 60 fps.
2048 per screen at 30 fps
etc
nintendo, like other companies, stipulate that a game should run at 60 fps. Except in certain situations.
Cool! You posted the character in Project Garnia! I have to say, you did an awesome job!
Laheen: Pokemon! =D
Yeah!! Pokemon!!!
Shaved 400 tri's off my Meowth. Sitting at 493.
first half an hour of texturing, hopefully will get it finished (i know of the colour spreading onto other parts of the model)
chris
chris
Finished this a while ago, just never posted it for some reason.
chrizz1: I agree with renderhjs on the noise, it looks pretty dark aswell but that might just be me.
very fine renderhjs for your Zelda Flash engine!
so long time without post any stuff, enjoy!
It's Shu from the game Blue Dragon. (because I love Toriyama artworks and I'm playing the game...)
tris : 478
Texture : 128*64 with 32 colors indexed
your texture stlye is the kind im aiming for as i realised that by trying to much detail it all goes tits up, i was using a crt screen so maybe that has something to do with it, just looked at it on a tft and boy it dose look dark.
Im re workign the texture as we speak (should that be write?)
Oh and the default the photoshop background tile is obvious - I recognized it instantly
madPXL professional pixel perfect texture- like always just love the style and colors great work. The face comes out great with the pixel snapping (e.g not blured or random anti-aliased)
HB_ no,- jut the top. I did it for a article on Flashkit on how to write 3d engines in flash.
Bullets Rocket and Lasers would be fun in a lil dogfighting game
My aim was to keep each one at 120 tris and a 64x64 diffuse + alpha.
Still more fun at polys than pixels
i like to think its getting better, looks abit like tf2 stuff, or is that just me:poly142:
chris
HB_ : gradients might do wonders and setting the viewport to flat might get rid of the viewport shading.
Maybe hardware compression on your video card? check your drivers. If its in the texture check what went wrong from the point where you saved or grabed it from your baking engine.
without ao
with ao
on a 2nd look it seems that you used photo bucket who propably uses PHP and the GD library with perhaps a default compreesion ratio of 60% or 70% quality. Esspecially JPEG shows its ugliness with red colors when compressing only the slightest.
So maybe all the fuzz here is just about the compression in your presentation pictures and not at all inside your textures. Alternative ideas: use PNG or GIF to save, use a different image host,...