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
Hey, is your mesh smoothed? And... think about the layout of your uv map.
It seems like you are giving a lot of space to parts of the mesh which aren't that visible at all, like the bottom of the main chassis and the bottom of the turret.
Try to scale them down a little bit more so you can give more space to the upper parts of the turret.
And scale the upper part of the turret to match it's sides, otherwise you may see scaling problems with your texture especially that it looks to low-res.
Btw. hello everybody, I'm new here
And be so kind to ignore spelling mistakes made by me I'm a little bit out of practice.
Let's leave it at that. The first post is clear enough, and if you want to post models that don't adhere to those guidelines, I doubt anyone will do much about it. Just as long as you realise that's not the specific purpose of this thread.
302 tris
I've tweaked the proportions a tad bit, and I'll post an update when I get him textured
Yes, the mesh is smoothed. I just made it solid/flatshaded for the picture to make it clearer. Currently the texel size is same for each UV island(I used a script that scales UV islands relative to their size on the mesh). Giving more texel density to the turret sounds like a good idea, since it's probably where majority of attention is paid. And welcome to Polycount.
Vrav: Thank you for your input. Now that I look at it, it seems that the whole barrel could use AO bake from a higher poly model. Time to work on the UVs a bit more.
modeled in silo, baked in xnormal
In retrospect every single of your previous posts in this thread could be invalidated simply because none obeys to the tittle premise, which is Low-poly Game Art. So If you want to take literal, I suggest you all show me some game projects for each model screen posted before bitching about some guy who simply disrespected nothing more than an ambiguous informal guideline.
^oo^ win ^oo^
This thread is for models 500 tris or less. PERIOD!
Now shut your faces and post some art.
-caseyjones
Need an update on that clown sup! :Dlooks naughty
It's not great.. I'm trying to work on my modelling speed and UV unwrapping.. I think I might have another go at squirtle make a higher rez version.
I am new and this ist my first Objekt i post.
how it looks like ?
PL-Fighter
This is an environment piece I've done recently based on the SWAT Kats cartoon,
CnC much appreciated.
I find it a bit easier than pasting bitmaps in the viewports.
While I may be most proud of this one, I am aware of just how horrible I am at texturing and UVW map optimization, Hell, the resolutions I am using are probably way to big them selves, for example, the texture I am using for the Red Leever is:
I should probably just make a new thread asking this, but any tips or tutorials or anything that can help me get better at UVW optimization and texturing would be GREATLY appreciated
But while I'm posting in this thread, I have to say that I love pretty much all the works in here, they are all so inspiring. There is quite a pool of talent in this forum, keep it up!
these are in the background in a whole low poly scene. the whole scene (more than just these machines) is over 500 tris. i hope its ok to post that when i finish it.
forklifters(don't really know how do you call this machine 8-D )
234 tris and 128x128 diffuse
It is quite interesting to do old style models ^___^
This is my first try in low poly, and it's more complicated than I think ...
And the texture
It's a wip, so all comments are welcome ! I have some problems for the texturing ... a good idea ?
I hope you 'll like it
Rico
Sorry for my bad english ... :poly127:
Another team member, and dragon this time. not sure about the colour yet.:
he is 498 tris with 1 256x256 texture to keep the res in scale to the other members.
pose and wires.
and a scale shot
Love the barbarian with double axes too, good job !!
m8 i reckon you could get the same amount of detail in at least half the tex size
It's my first real low-poly project, and I'm probably going to remodel it, so any feedback would be nice.
Pokemon, fuck yeah.
I thought Enix and I were the only ones who liked modelling them, haha. Sweet as.
Looks good man. Wires?
Just a quick animation to show the sort of pose I envisioned him in
~700 poly, 256x256 diffuse
Thats freaking nice man I hope you do the vehicles they have and maybe both characters.
Kick ass no CnC
shut it momo.
@Harry: I like the texture you've done so far. I don't recognise the camouflage pattern though, it looks like a simpler version of MARPAT.
mate its sun bunnies (KLMK)
My SVD is pretty much finished:
499 tri's, 128px diffuse and spec.
Hadn't really thought about it... its not like Spotty was the coolest character ever.
Any c&c's?
(for the same project)