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
Fan art 3D. Project done to study low-poly modeling with Blender 2.8+ and hand-painted textures for games with 3D-coat.
* Based on the awesome Concept art of Jocelyn Joret.* More images and realtime here: https://www.artstation.com/artwork/A9JEbW
https://www.artstation.com/artwork/xvryY
Thoughts on using polygons for colour, rather than texture map?
More here videos included maps ect. Very nice work all these guys and gears both equal 1000 for each character, that was my hard limit and they hit it exactly (triangles) 512 maps but previews of 256 in this link: https://polycount.com/discussion/218062/sketchbook-david-cruz#latest
idk how to add marmo here so:
https://www.artstation.com/artwork/L4LQK
^There.
R2D2 fan art that I fineshed sometime ago.
https://www.artstation.com/artwork/L2K5Wk
Artstation: https://www.artstation.com/artwork/8l94JE
The method of this softare is to modify some kind of blocks and put and is similar to a lego block.
At last I was able to make 3d model of human.
Dream Home. Kaer Moher
uurbaer.artstation.com
Lowpoly (400-1400 per ship) version in unity.
And hi-poly version for render to textures
Realtime Eye Pratice for Games
Hello guys, I need this eye and I decided create a ready eye for my characters. Thanks for Alfred Roettinger xyz tutorials!
Iris PBR textures created from bitmap on Substance Designer.
Total tris; 3600
All Textures PBR
2 LOD
https://www.artstation.com/yunuskilic
www.yunuskilic.com
more: https://www.artstation.com/artwork/3dE0QJ
Texture: 128px, 64px
more: https://nixonleung.artstation.com/projects/Vg8OgP
Also, your texture filtering looks a bit weird (they're pixely but a bit blurry too...).
I decided to create a low-poly backpack as an asset for a project i am working on and off. I made this quite slowly as I was doing other things with said project, so this took me just short of two days, modeling the first day, texture the other.
Something i did once, loved the car so i made it.
620tris right now..and the texture is 256x256
hi! i'm new to making models and this is my first model that i made in blender. i tried remaking terrance and phillip from south park rally psx game.
Johnny - 937 tris.
Gun - 168 tris.
Cigarette - 16 tris.
this one has 1,5k tris, which I'm guessing is a bit higher than it should be. that's mostly on the rock pillars, I just couldn't figure out a way to depict them with a lower poly count
this one has 456 tris. it's also based on a piece by @maniani0122 on twitter.
that's all. I know it's not much technically-wise, but I'm looking forward to any critiques. cheers!
But I'm not sure how that translates into game engines and you might have to look that up.
Also I'm not sure I understood what you meant by this question:
>May i ask do i draw directly on the model or do i have to create some type of topology?
But I think I can say a thing or two that may clear your mind as to this subject. You need first to have a 3d model to only then apply a texture to it. This can be done in two ways:
- you can paint a texture based on a UV layout. To get a UV layout you have to first unwrap your 3d model. I'm not gonna go into the details of this part but there are tons of guides on how to properly unwrap a model out there, google it up! Once you have your UV map, you can export its layout in Blender. This can be done as follows:
You can save it in whatever format you prefer. I recommend .png for pixel-perfect stuff. Then you can paint your texture outside of Blender, with Photoshop or other software of your preference. Once you're done, you need to create apply that image you just painted as your model's texture. That can be done in either the node editor or directly on the properties tab. Select your model's material, switch the base color for a texture and then click on the Open option to select your image.
There you go! You model should have its own texture by now. If you still can't see it, make sure you're in either of these two view modes:
-Ok that's a way to texture your model, but this is not the way I would do it myself. I would prefer to paint the model directly, as you said. This means taking a few similar steps as the other option, so you still need to unwrap your model properly. Let's say you've followed the previous steps and you have it unwrapped already. Now, this can be done in two different ways: with Blender or with other more appropriate software. Blender definitely isn't the best option for this out there, as without any add-ons Blender lacks some features that can be helpful for this task. Substance Painter and 3DCoat are much better options for this. But since we're already doing everything else in Blender, lets keep discussing how to paint your model in it. All you need is to create a file that we will be saving your changes to. This can be achieved by instead of opening an image file, you create one, like so:
Now you can start painting it! Just switch over to the Texture painting tab and you'll be all set. But don't forget to save your modifications on the image once you're done! Blender does NOT save changes to textures when you save a model and you have to do it separately.
This is it. Good luck!
model
650 tris, 512x512 texture, 56 colors
814 tris, 512x512 texture, 109 colors
286 tris, 256x256 texture, 155 colors
784 tris, 512x512 texture, 109 colors
826 tris (high count due to hidden internal faces for dismemberment), 256x256 texture, 84 colors
EDIT: I have several more, but they're a hair over 1k tris, so I don't think they're allowed here.