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
chris
p.s. the grey bits are there to represent the metal encasing he will have and the white lines are to show edges and things
Touched up a few details, changed the paint job to more closely resemble the real thing, and made it a bit shinier.
Texture:
456 tries. 128^2 pixels (half, mirrored). 2^3 colours. Crap texture. Blend.
Peter, a positive reaction from you makes my day. I'm a huge fan of your texturing.
Thx for the crits guys!
edit: and this, too...
Right?
I quite like it, although I'd like to see a closeup of Herr 'dolf, and some flats. The texture on there looks a bit monochrome, as if it was shaded with blacks and whites.
And you know how Hitler hated blacks (and some whites)!
All your work? Or just this piece? I actually like this piece! Never seen a zombie hitler before haha
sais the one with 50% guns in his portfolio o_O
harry it's solid work, but i'd definitely try some other colors that just your base color for the darker shades and highlights, it's looking a little monochrome
Reppin' the homeland
still kinda wip
Surt, that looks like the Shambler from quake 1.
It's always strange to me how foreigners have never even heard of or seen images of Ned Kelly.
oh and wip
final project for a maya class. i hate maya but need to learn it, so i decided to take a class on it to force me to learn it. now i hate it even more but at least i have the basic knowledge of how to use it.
the rest of the scene is going to be an arcade with a snack bar and such. i'll be doing the cars tonight and the rest of the scene next weekend. im giving myself a 700 tri budget and a total of 256x256 worth of texture space.
I recognized it! but... guncock was the first think that sprung to mind...
Also, I believe EricV meant 'did they hate all of your work, or this specifically?'.
yeah Pea is correct, that is what I meant
Hi, can you give us the triangle count on this model? If it's somewhat above 500, then it doesn't really belong in this thread.
amen brother!
~30 mins/300 triangles
i was thinking the same thing who here really cares? loosen up a little sheesh.
How hard can it be to understand that?
On that note: Leviathan, did you post that head just to annoy those who want to keep this thread on track?
No because it's a low-poly head with less than 300 triangles. :poly142:
Maybe the thread title should be changed to include "500 triangles or less ONLY" if it really upsets you guys that much.
May as well have several threads:
Low-poly Game Art: <500
Low-poly Game Art: <1500
I respect the artform that is uuuulltra low-poly, being far less than 500 tris, but isn't it enjoyable to create low-spec, yet not ultimately ultra low-poly artwork still as well?
I'm still trying to figure out what kind of a paint job I want for this thing(and I probably should go and do a different kind of unwrap for the turret as well). The AO is baked at 512x512, but I'll probably try to use a 256x256 texture instead.
"try to keep your posted models low poly please"
So it's more of a formal thing.
Waaa.
I read the first post before posting here and have always tried to stick to the restrictions. Its the whole point of the thread afterall. I don't see why that should be hard to understand. Besides, saying something does not belong in the thread (especialy when it doesn't) is hardly a crime.
Enough about this shit tho, more ULTRA LOW POLY AWESOME pweeze.
I posted a not-so-ultra-low pie as my first post but it was at the bottom of the page so it never got seen because it didn't render until adamBrome ok'd it; personally I think shit like that (while okay for the thread) is still too high-res (particularly the size texture I used) to be considered "of the essence" when it comes to ULTRA LOW POLY AWESOME-ness. And a disembodied head model that is 500tri... while still okay for the thread, it's not particularly lowpoly content, is it.
Blahu bla bla bl bl blb bbb bb &c. Yeah, why are we even discussing this; the thing simply did not belong. SDK thread would probably have been a better place anyway. Cool texturing though, right? Yeah.
Cute tank MachineMinded. You should make it medium-dark and caked with splattered mud. Or blood. And unless you've got some mad detail skills, it's possible that 256 would look better on that amount of geometry anyway. The only thing I'm worried about is how close some of the UV islands are; that can cause a problem when scaling the texture down. Have you tried baking the AO from a highpoly / subdivided version? Might provide more interesting detail.
Quick example, regrettably I didn't create an interesting highpoly but still... something I'd consider or play around with to create a nice base for diffuse, putting details and rivets on the high that could be cleanly (and accurately) baked into your texture. If making a highpoly instead of editing/painting it in photoshop is what you're into. (I prefer it, but am spoiled by the fluidity of my modeling application of choice*)
*shameless advertising
You missed the obviously existing part within parentheses
Someone can't read?
anyway