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
More here : https://www.artstation.com/artwork/4bbDgL
I've always liked the style of PSP graphics, particularly the weapons in MGS Portal Ops or Peace Walker (see here for examples: http://www.imfdb.org/wiki/Metal_Gear_Solid:_Peace_Walker), so I decided to loosely follow that style and resolution when making a low-poly Glock 26.
I did 2 versions, one with an extended 12 round magazine, and the other with the standard 10. Both are a bit under 1250 tris. I used a 512x512 texture... which I think is larger than the PSP would tend to use, or at least Peace Walker seems a lot smaller but it's hard getting definitive info about these things and I didn't want to stress myself out about following rigid limitations instead of just trying to produce something passable and learn along the way. Think it turned out pretty well considering, especially given my inexperience. I could always have kept going and done some more shading etc. but I wanted to keep a balance between detail and simplicity not to mention just getting a model + texture finished and moving on to something else...
Still have a bit to learn about UV mapping... the front and back of the grip ended up skewed despite showing no stretch (that's deceptive as a beginner... when you assume it must be ok if the stretch is fine) so I had to skew the dot pattern to get something that looked more or less straight. At least the low resolution hides that a bit and it's not like it would be noticeable in a game so bleh.
My main goal was to create something that didn't take a very long time (kinda failed that part this time but next time it'll be easier) and would be passable in some sort of low-poly low-res game. I think I achieved more or less what I had in mind, but if anything seems terribly off that could have easily been improved then let me know.
I might try an even simpler gun soon and set myself a time limit of a week just to see how it goes.
shaded:
rigged:
tris: 996
More specs and model here. CC0. Maybe like 10 errors. Textures are bad. But maybe they work.
@KrossX
Guess I missed.
@TheWiredFrame
It's a nice one.
Could have pushed the fake shading for bevels, like on the trigger guard. Baked lighting sells the old school look, even if in some ways it looks like crap now, it was useful then. Probably because of this AO and edge bakes are more defined in MGS:PW.
Dot pattern IMO might be noticeable as player model, less as the world model, but then texture and polys are too high.
Stuff to keep in mind for the next models.
With all the pokemon stuff going on recently I thought I'd make some wallpapers, so I created this in 3 color variations.
Made a timelapse video as well: https://www.youtube.com/watch?v=6d6D0fJcSOY&
Here's a recent work of mine. It's not the kind of low poly I'm looking for, but I would like to show it anyway. I'm lazy to open the hellish 3dmax to check the number or verts/polys, but I'm sure it's below 1k (maybe not because of the barbed wire on it's tail, I will check it later).
Also, the number of uploads decreased on the last 2 years hum? whats happened? Everyone is on tumblr these days?
a blok dog with 128/128 texture.
hullo, Can anyone recommend good Blender texture animation videos? im going to add some fliesto this smelly pupper.
https://www.youtube.com/watch?v=jJYry0HA67Q
model
P.S. Sorry for my bad english.
Practicing some more normal map baking, I am pleased with how this model came out!
https://www.artstation.com/matheusoliveira
Love that car! It's got a lot of character. Are the panels in the front removable for a 'damaged' state?
Thank you! Yes, i want make some "customization" and "damage" system.
Also i love low poly models with pixel texture, so i made this little handheld gaming device.
https://www.youtube.com/watch?v=TcVmWMyNffQ
All stuff created in vectary.
more to see at: https://bit.ly/2U60LIm
Thanks for any feedback!!
And yet i don't know..
772 polygons 256 map
I dont wanna spam so you can find more wips here
Nostalgia factor:)
Sketchfab:
https://sketchfab.com/3d-models/movie-cars-set-0eb3d51a7704449a9477fc1993e55826
killstreak.tv
Weapons don't rise above 500 tris, and characters not above 1000. All handpainted!
I mean it seems like it's not only low res textures that do the work, but i have no idea what can it be.
https://sketchfab.com/3d-models/low-poly-handpainted-knife-67b908eba4a54ea69ce430b386380b2c
202 poly 256 map
Some boxes I model. Any feedback is helpful.
model
Flail study, let me know what guy think!
model
Some chest I model. Any feedback is helpful!
I would post more, but I honestly don't want to bombard the page - I think I already have. Let me know what you guys think. This is the most strong craving I've ever had for low poly before, and I'm happy that I'm finally getting places! I appreciate all of you! Your inspiration is amazing! Let's keep this thread going!
https://skfb.ly/6KZFy