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
I quite like it, inspired by tennis's brillliant models I took a stab at one myself, you never know could get finished!
.png this time :poly124:
Sorry Hawken, both of these statements are incorrect.
The DS can render 2048 triangles (after culling) on a ingle screen at 60fps. You can add another 2048 to the scene, or to the other screen at the cost of an additional frame. So 4096 at 30fps, 6144 at 20fps both on a single screen, or 2048 tris on each screen at 30fps. Nor does Nintendo stipulate that a game should run at 60fps.
was just meant to be a quick doodle but im really enjoying it
coming along nicely i think? any advice would be nice:)
chris
Maybe some edge highlighting on the purple chassis as well to give the edges a bit more contrast.
chris
i used to do alot of pixel work, and i found the best way was to make the line as thin as possible (say one pixel then another pixel with a gap between each sideways move) then make a few colours between the dark and light values and then add those eto fill in the gaps
will explain with a pic
the amount of aliasing is dependent on how many colours you are going to use, so keep your schemes simple and you can make smoother maps.
this is how its usually done automaticly though software:
and here manually
notice also the fine color gradients - they dont just go darker but change color too
and even in max you can turn off texture filtering in the rendering settigs
Hey. Don't say I didn't try, Polycount.
Don't say I didn't try.
thanks
chris
A few general tips:
- At this res make your textures at targetsize, don't size down, don't sharpen with filters, control every pixel
- Make use of the space you have, you can add lots of little details like rivets and whatnot.
- Try to bring out the shapes with nice highlights around edges to kinda fake bevels with the texture.
- Make sure your colours have enough contrast.
- Try to avoid outlining stuff in black, this in most cases does not help. If you do it make it look like a groove and not just like a black line.
- AA is nothing but approximation. Try to imagine the details at a higher resolution and then think where there would be part of that line of field of colour you are drawing and where it would be full and colour accordinly.
- AA is more about value than it is about colour. This can be helpful if you are restricted in colours on lowspec devices.
Keep it up.
not the latest but havent taken screen shots of them, ptoing your paint over so a heck of alot better than my texture props to you!, i kinda tooks some of your ideas for it- only really began the front (plan grey annoys me).
everyones reply has gone in a word file its all really helpful thanks,
I realsied i should of tiled the texture and made it a 64x64, also how can i set up a ds spec colours in photoshop?
is the anti alias any better?, the picture pixelated slightly in upload
chris
p.s. that small tile on the bottom left is a ds screen size
use these colours to paint with (no using transparcys) then if you save out a gif with exact colours then it should tell say 32, if youve been carefull ;-) the actual format used in games depends on the converter used so it can be different, but this gives you a good start.
and turn the filtering off on your renders
Afaik the colours of the DS are 555 RGB, no clue what bitdepth the alpha has, tho.
Also you really should make unfiltered renders or viewportsnaps of that to get a feel what it would look like on the DS.
256 colours for big textures (rarely used for obvious reasons)
32 colours for most
32 colours and 8 colour alpha
or 8 colours and 32 colour alpha
or 8 colours
its been 2 years so if im spouting shit feel free to correct me.
you may find this interesting
http://osart3d.wordpress.com/home-page/porco-rosso-ds/
256 colour textures can have 5bit alpha, and 32 bit textures can have 3 bit alpha. And any othe colourmode can have 1bit alpha.
The DS has some really odd specs.
Some really nice Porco Rosso stuff. Would love to play that.
The only thing that does not work is the rotors, I would just make them some kind of blurry animation with 3 frames or something once they rotate at full speed.
I figured I'd join in and post a few of my own low poly models and hopefully pick up some tips and pointers along the way.
First low poly thing I did, so it was very much trial and error for me, hence the simple mesh and dodgy texture!
Big Ghostbusters fan
Caterkiller from Sonic 1
Buzz Bomber from Sonic 1
Still need to work on my texturing & UV mapping skills, mapping those more organic/spherical shapes is a pain in the arse..
heres some work im doing for my school project
bodies are 474 tris, hair styles are 48 and the one spikey style is 58 tris
sorry if the image is too big
I'd blame the lack of texture space optimisation on the fact it was my first 3d model and texture, but unfortunately my textures are still as unoptimised!
renderhjs, dosent look like i changed much but i have worked on making sure there is little or no black in the texture, hope it shows though.
Started work on the back and things
chris
looking much better, the glass part is very well done, but turn that filtering off.
im in max btw
chris
just a little up date tonight (quater past 12, bollocks college in the morrow haha)
THRUSTERS YAYAYAYAYAY
chris
(it's actually a low poly remix of angelyss/dark from OpenArena)
492 triangles, 256x256x8 skin, old Quake MDL format
Xeno, happen to have a picture anywhere of that sword? I'd love to see what the released version came out to look like.
I also made the mistake of getting into the texturing thinking I could get away with a straight row unwrap, so there's some wicked obvious warping near bends. 144 tris, and I have no idea why the hell my perspective viewport is playing mind tricks on me and making that barrel look all wobbly like in the top right...
I wanna make some pumpkins now
I hope i have cleared up some of the aa problems
chris
hope you like it textures arnt too good, lemmie know what you think!
-Woog
ps:srry bout the blown version from before :'[
you wasted ~ 70%!!!! screenspace in those screenshots- besides that the models are also very big in the screenshot.
make it alot smaler- its seriously ridiculous
<3D-Ansicht> will pop open a mini 3d browser. It's the one handed version of that sword, which means the one you have there is 'supposed' to be a 2 handed sword. So either that's a really big barrel, or your sword is a bit teeny. ^_^
Xeno, good find on the direct model, thanks... the released asset is much cooler, especially the pommel (though he/she took a bit out of the sword's curves from the concepts).