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
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Bit of low poly fun
this which i just finished
and the final, grunged up hk 416. the 256 version is much more detailed, but the one going in game is the 128 version
: ) You did it justice!
Something to think about for characters in games. -,-
Indecom, personally I liked your first texture of the wraith, naturally the brighter one is more appropriate for game, the first one has a proper evil thing going on. I assume you've noticed some of the little errors though, like the white pixels on the front piece of the robe that aren't covered by the alpha, and on his back near the top of the robe there seems to be a UV error although I don't know if thats for a reason. Looking forward to your progress on it.
Also, Racer and Talon, awesome work. Really liking that HK, are you deleting the non visible side for the first person view?
Both M's use a single "middle" colour and the eyebrow uses 2 colours each at about a third between the black and the skin tone. Just imagine how it would look at a higher resolution, for example, if two imaginary higher-res colours each occupy half of an actual pixel, the pixel would be those two colours blended into one (this is how actual super-sample anti-aliasing works in games; with 4x AA the image is rendered 4x bigger, then the colours from 4 pixels are blended into one pixel for the final image). You should really learn this technique if you want to get better pixel-art textures.
By the way that Mr. T is great
edit: just a quick play around with the texture, bumped it to 8-bit colour and cleaned up the lines some more, it's not manual pixel antialiasing but I'll harness that in my future work. It looks better, a lot to do with the larger range of colours, the pants changed drastically
*drool* I love everything there is to love about that mr.t model. I PITY THE FOOL
8)
Default paint colors btw, also looks better @ 25% size (or less) but eh.
still gunna add details
Holy shit an Uzbek. Awesome. Never met one of you guys before.
And yeah the textures could be smaller, but I want to be able to overlay camouflage patterns and worried it could look like crap if its too low res. I'll try dropping it by half once i overlay camouflage
i made some little DS spec base models. not sure what ill do with em
each is no more than 180 tris
I'm still trying to figure out what the ball is, though.
ah it's a daruma
http://en.wikipedia.org/wiki/Daruma_doll
so you can animate his hood?
By mcunha98
looking smooth, I like it
Do youz have a folio link though harry?
I just started messing around with this today, inspired by Hawken's latest stuff and of course, Obson's work - http://joekeller.net/port/earth_city.html
Here is the concept that I based it on (my own little doodle) - http://jasonlavoie.net/images/Tests/FunStuff/DS%20Spec/40.jpg
Currently its sitting at 600 tris, I would like to include some more foreground elements, maybe a cart of some sort with food, plants? We'll see. Going to be texturing this today as well, should be fun hopefully.
I do but its only for architectural stuff, i only have a little of my game art there (and only a couple of pieces are from this year)
harrysite.net
Damn its fun to make these
Do a hovercraft next! Ooo ooh! Wait! A helicopter! NO! A ZEPPELIN!
I want to play!
I am modelling Twilight models for NDS.
Here is my first model, texture oversized in the image... aiming to be used in Sonic3D engine
some bird thing :P
painting on 128*128 is hard !