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
(main engine 128X128)
side cart 128X64
Ghey flame decals required to be put on by client....
Nice work - I like! Make some more please.
ManxViking that rocks!
Could use more contrast, mainly shadows.
Sometimes I'd like them to really regret it. It's annoying as hell.
And the ironic part is, if they ever get shot because of one of those comments they'll think it's sooo unfair and uncalled for.
Now back to lowpoly models!
Hey there, first post! Made these two a while ago, so much inspirational stuff going on in here!
use WASD and left mouse button to look around, based on the alternativa platform
While I like it, I cant help but think scales are a little odd...? Or is it just me?
I agree, but I think its just the 3D viewer being used.
sorry for not mentioning again, Im not really sure where I got them anymore, but it was such a website with tons of tilesets.
I think if I remember I got them from this site:
http://www.charas-project.net/
and some wips that are probably not gonna be finished
wouldn't all them itty bitty wheels work better at planes with circular wheel textures? al-la mario kart DS?
cool. looks like something out of front mission
would work better if you broke up the model into modular parts though, then you could use the same texture for different shaped buildings
the triangles you used for the stairs could easily be used to break up the building face into blocks, then use 2 tris for the stairs, as no one will notice the detail you put in there anyhow.
this my first post.
Inspired by Tom Tallian´s work i did some Low Poly models.
Hope u guys like it (u can see those img with more details in my portfolio)
http://igordecastilho.blogspot.com/
tks in advance
Today's my friend's birthday, so I made her some pumpkin pie. Though it may or may not be left over from Halloween.
237 polys
193 verts
but thanks for the critique anyway! and ya front mission is a massive inspiration of mine..
On a side note im not too happy with the wood grain atm , i may revisit it but im looking into putting together a charcter atm (viking dude)
chris
You never know...
Maybe paint abit of a shadow underneath the center metal bit too.
Agree with alexl.
also,why not use alpha mapping?it could help getting rid of the feeling of it being n-sided.
Also, Making metal just isnt dabbing the dodge brush in the centre,you have to support it through shadows and darker areas to give it depth and realism.Check out some tutorials people wrote for CS/Half life and see how people do it OL school
mskandar:
Good job!
thanks for the reply, the cut was quite rushed and i agree its out of place at the moment Im going over it now. I think I may take that out as it is unrealistic and redo it and at the same time dirty it up slightly (not too much though because I can get carried away haha)
butt_sahib: using dodge and burn is like herocy! so I do stear clear of those tools. The center dose kinda look like its hovering there atm.
Will get to work on it tonight. You never know could have an update soon !
chris
Grab the excellent sdk by Slaught here:
http://boards.polycount.net/showthread.php?t=53195&highlight=mech+sdk
Wireframe/closeup
I couldn't get 5 spokes to look good at that resolution, so 4 it is.
First time I ever try this superlow stuff btw. It's pretty easy and fun
I think you could push the highlights on the red to be a little stronger so that the forms are more discernable - when seen from the back it's a bit hard to read.
You can probably squeeze alot more detail out of that 256x256 texture, unless you are going for the pixel art look.
44 tri's, 128x128
I tried to make it psp spec, but I've got no idea what psp spec is:) So I just made the texture as small as possible but still good looking in the smallest pic.
So, how did I do? Did I use to much tri's? Or should it fit on a 64x64? Everything is welcome.
Edit: 34 tri's without the bottom.
Now, first try at this low poly stuff!
For the same comp like Xoliul did (a great job). I shouldn't have made that buggy since we are only allowed to use a 64x64... but meh.
If by any chance you can read Dutch and wish to enter, pm me No prizes though!
I like the buggy for its proportions alot
Impossible.
WAR!
Nice stuff, though, I'd like to see the other entries too
http://www.daexperience.be/showthread.php?t=232
Kind of strange though, it's always been just us DAE students on the forum.
Haha that's just because you're from Holland. We talk about this stuff all day long in school
Will probably give this guy another pass, Xoliul already pointed out a few inconsistencies to me. This low poly stuff is so much fun!