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
edit: i mean, in the context of this thread
once upon a time we counted triangles, nice model - whats the triangle count?
(isnt it obvious that wouldn't be 128 polygons?)
You're on Harry! My specs are 351 triangles with a 128x128, but you can go higher with the tri-count. Looking forward to it.
Just PM if you want to talk details.
So do I make the UV's smaller? To get rid of the notice-ability?
http://zacharyrussellphotography.com/__oneclick_uploads/2009/01/better.jpg
better?
I assume you just quickly added a modifier instead of editing a propper UV-layout?
Ummmm, I do not know...I applied the texture to the object sewed some of the UV's and then re sized them. Honestly, I do not even know what you said sir lol...
as you can see each face of the 3d model has its unqiue pixels of the texture that it does not share with any other face- hence the name unqiue texture space.
So with such a UV it would be easier adding unique patterns (e.g scratches o nthe right, some bruises somewhere else,...) and also better option to avoid tiling or repeating elements as you can fix that spots in Photoshop.
model
http://zacharyrussellphotography.com/__oneclick_uploads/2008/09/newspapermachine1-copy.jpg
Map
http://zacharyrussellphotography.com/__oneclick_uploads/2008/12/newspaper-stand-copy.jpg
I am just trying to learn new different ways of doing things. I am going to try to model my couch that matches the ottoman, and use the same 256 map and see what happens.
I'm aware it's incorrect, if you read my post you'd see I make a distinction between polies and tris but due to my feeling that polygon counts are completely useless I interchange them out of habit.
Who would have thought triangles were 3 sided and polyons were "many" sided.
why use a term if its useless tho :P
;-P
these rivets probably can be optimised as well
It looks good to me rams, the coloration makes it look like it's been lit already though, unless you're planning to put it in a fullbright room with a green tone to it the saturation may be too much.
lol
"Children! Turn the light of christ on!" thats just an awful light switch HAHA!
Well, the guy's from Melbourne, and in the context of the area we're from, that kind of lightswitch is totally old school, and i've seen plenty of them worn to fuck because they were built early in the 20th century. It's not theough abuse... It's through everyday operation.
plus it would look a lot more interesting
I guess you could also ask why it has weird brown and green stains on it.
enuff said
shit thats my render machine
I need some practice on low poly i made this rafael nadal
[img]http://www.raulmartin.net/stuff/iphone space boy.jpg[/img]
final mac
unity is the dream tool i always wanted to have!
and my first 3D character made with Blender
tris : 378
tex: 128*128