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
New things very lowpoly
2*128 PixelTexturen
Mesh with 616 Polys und 448 Vertices
What do you think about it ?
Small Update
Polys=194, Vertices=360
WireFrame= http://www.blitzforum.de/upload/file.php?id=4122
Mit Freundlichen Grüßen
Polska-Fighter
By mcunha98
Edit:
the same house in my game...
By mcunha98
Took me about 2hours to model the original one and about 20minutes to fix it up to make it really low poly.
How do you post images here? I guess Imageshack will have to work for now
In Game shot
Screenie of the reloading piece
Screenie of the gun
By mcunha98
I think that you are have added way too much geometry for a really small and not so visible part as the trigger guard. Simplify that area and I think you could go as far as to make it separate piece (press Y in Blender edit mode when you have parts of mesh selected to separate it and still keep it in the same object. P makes the selection into a new object) and thus save some polygons from the connection points. Then take these precious polygons and use them in more visible and major parts.
Also is this supposed to be a first person view model or a world model?
It's for a FPS game so yeah First Person view.
Thank you
In-game models are always optimized to cut down on extraneous polygon usage whenever and wherever possible. A model that is segmented, as opposed to being one contiguous mesh, is much more poly-efficient, and there are a lot of optimization corners you can cut that way. Your objective should be able to capture the form and sillouette of your model as accurately as you can with as few polygons as possible.
I've had models where I was able to cut the polycount by half or more once I optimized them properly.
i continund my work on my Truck.
i made a Scene for the truck.
Do you like it ?
Have any critcs or so ?
Mfg
Polska-Fighter - Grundosz Studios
You have more poly's in the letters then you do the whole scene probably.
I made it for Fun :P.
This is not realy part of the Scene.
Mfg
Polska-Fighter - Grundosz Studios
mesh+mapping+rigging+render made with Blender (just learned it)
textures are made with Cosmigo Promotion 6 (Pixel art touch!)
This time, it will be a "commercial" version of the nindendo ds homebrew game to run on the iPhone.
128x128 texture and 398 triangles.
so here's my AT ST, 473 tris, 128x256 diffuse, 8bit colour
has a really lame setup with no roof and no walls other then those you see =P
but w/e it was just a test..
i've also seen a couple of other improvements (put all the vegetation on loose planes, get some actual depth in there.. not to mention make some concrete stuff for roof and sidewalks)
i want to spice up the design a bit too.. this looks like tetris
I love your AT ST
Any chance for AT AT and snowspeeder?
hehe thanks!
we'll see... next time I'll get bored I'll give it a go
By mcunha98
you could probably reduce the polygon count by half on this model... 12 triangles for under the feet??
Love it! *googles cosmigo*
I'm hardly one to talk, but still you seem to have skimmed over the ref
First, I know, the polycount not is better, I'll reduce it.
Maybe, not is a WOLF, but a monster like a great wolf (in toon style).
Tomorrow I'll dedicate more time to refine the mesh, and put another result.
Thanks a lot for comments
...and, yes, is Wings3D (I always use Wings and Blender)
Here the new version:
By mcunha98
eyes are trolling me a bit, but cba to fix it today :poly117:
500 triangles, 128
env 6 triangles, 32
concept by jason chan
/e need to clean up the face
By mcunha98
... oh, now I've read the next post, I see you were talking about Mauricio's guy--yeah, could be a lot more efficient there.
if you catch my drift
the guy above was 686 triangles, this guy's 708
The UV layouts have a little extra space for gear if i decide to add some on variants.
wires and flats
Yeah, the face is a bit messy, will have to clean it up a bit. The legs are fine, it's just the low-poly model showing at a bad angle, I'll cheat a bit.
@Rarry
Totally. Also on your piece, the shadow on the pants, just below the vest could be darker n shit.
My target is develop works with a limitation around in 700 polys (the last one is above this limit I know). I promisse read the first page and dont put here models above the specification.
A few pointers already: you could optimise your models a lot! So many verts don't contribute to the silhouette or ease of animation to any significant extent and you could easily get this down a few hundred polygons by getting rid of those. The textures and lighting could use some work as well, but I'll get into that more later (if you like)
Good job on getting this far on a personal project though, I'm envious!
thats a double first time.
My first Post an my first finished Charackter in Maya.
Few things I noticed right off NOT matching the concept:
*The brow needs to come further foward. Real lax in your model but deffinatiely stronger in the concept. I'd probably add another loop over the eyes. Seems like you shortcuted that area.
*The entire loop at the waist is thick, like he has a belly, but in the concept that whole area is real thin. Easy fix, just shrink the whole loop. (its like he has belly + lump in his back)
you fixed it a bit but it still needs more
*His jaw is thick, ususaly that;'s pretty thin on most animals.
* there's one thin loop not needed on neck. Also one that goes to jaw.
I'd get rid of those and put an extra loop in at end of mouth (so it's not a tight pinch).
Hi Mauricio, thanks for joining in on the fun. By the way it's 500 triangles. Your wolf model is probably well over a 1000 triangles when the symmetry is applied, even though your polygon read out is seemingly low.
The idea of low-poly game art is to see how well one can do with a very constrained triangle budget.
cheers