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
keep doing this great work...
i'm working with gta vice city mods right now, that's because i don't post anything here, but i visit this thread a lot.
Animated run through here: http://alexluong.co.uk/blog/images/rtrack_01_ani.gif (6mb)
Stills+texture sheets: http://alexluong.co.uk/blog/images/rtrack_01.jpg
2,017 triangles, 3x 128x128 diffuse.
No lighting, just 100% Self illumination at the moment :S
Did i use too many textures for a ds spec enviroment? I encountered alot of pixelation so I think my approach to texturing may have been wrong :S
I think I like lowPoly lowRes race tracks in general - maybe I should make one myself
That's so cool! It reminds me of mario kart! This convinced me to make a little flash racing game:)
Wow 3x 128 diffuse. I used wayy too many textures in mine then. :E I might re make mine since I learned a lot since I made mine.
edit: I'ma do a lava track so dont steal my idea :P
That Porco Rosso stuff looks great by the way.
I know this was posted a while ago but wanted to make a quick suggestion. I think this looks cool but would look ALOT cooler if you just played with the levels a little bit and punched up a few highlights.
This would only take you a couple minutes and I think it would really sell your piece alot more.
Christ it was 3 posts calm down.
Loving the DS work in here! I started a track/some kart characters myself recently, this give me inspiration
That aside, great work!
-caseyjones
Thanks for comment, gonna add some highlights when i need a break from uni work.
I'm also the guy who doesn't agree with brightening the entire thing. I think the paintover is actually weaker than what you've got right now. I'd suggest doing some more local highlights, rather than brightening the entire thing.
Yeah, I remember - couldnt remember your username tho
With regards to highlights i agree that it doesnt want to all be brighter but it does definately need some to help make the different sections stand out from one another.
Thanks for crits everyone, will post new and updated work soon.
350 tris, 256x256 diffuse.
I probably shouldve been more clear. One of the reasons for brightening it (and i used levels not brighten as to not wash out any details) is that most game engines lighting is really only darkening. So in a game engine, this texture would never get any brighter then it is now even if a spotlight is right on top of it. It could only get darker. So making it a little lighter would help if you were to put this in an engine.
Also I upped the contrast/saturation and made the highlights a little punchier and in my opinion it fits the warhammer style better.
Edit: also I realize the levels tweaks washed out some areas like the skull and candles, obviously youd have to fix those accordingly. I was just doing a quick and dirty change.
500 tris
and one 256
hope u like
-Woog
620 tris
inspired by some of the earlier works in this thread, hope it isnt too bad. i rushed along the very bottom and very top part, c+c and paint overs as always most welcome!
chris
Master Hand
I know I suck at modelling but advice is welcome.
8 tri's? a 6 sided cube has 12 tri's. unless you mean make the hand from a single plane, then it'd be possible maybe =P
dont worry bout it tho it looks tight as is
-Woog
do you's think its good enough to be included in my folio?
Comments and stuff are always encouraged.
ahh ok haha I was racking my brains of how I could do it, for the blade I have used 4 tris (plane with two polys) so I could use symmetry for the texture. The handle is 3 sides as well so maybe xaltar has a magical way !!
2 planes (quads) intersecting each other, so it forms a + if you look at it from above, (= 2x2 = 4 tris)
then 2 quads for the axe so you can mirror that. (4 + 4 = 8 )
Just a diffuse, tried to make a "window you can't look through" with the blue.
Exactly 300 tri's.
I take it you're mostly discussing it because you can, not because you think he should? If so, don't mind me.
http://boards.polycount.net/showthread.php?t=47488&highlight=ds+sage
Dur made a tutorial for it a while ago.
chris
@Cyph3r : try setting the self illumination to 100% so that no default shading is visible - like now it has this greyish layer over it.
very nice polygon flow- to bad the texture does not yet support it verey well- maybe ad some shadows, soft gradients and a color instead of bold black for the face expression- maybe shift it towards dark brown but try to avoid using 100% black.
[edit] and this is what I was thinking.
8 tris, 3 sided handle without end caps and 2 tris for blade, allowing mirroring.
Was fun seeing how everyone else would have tried it lol
oh and for 2 more tris you could cut the blade in half horizontally and mirror the blade on both the x and y axis meaning you only have to paint a quater of the blade and miror it 2 ways.
That mighty max is kick ass I agree making the other characters would be a nice touch and addition.
Good Job!