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
looks fantastic!
60 tri/64^2
spent way too much time on this
By mcunha98
Looks really nice, can we see a wireframe and texture sheet?
how you texture the wooden handle? mind share your tricks?
my texture especially the wood part looks to painted & cartooney
Quick fun!
1. Layed down base colours.
2. Painted in shadows, harsh one below the 'blade', more subtle ones along the handle.
3. Added some small highlights.
4. Painted some grain with a 1px black brush on a low opacity, painting horizontal strokes.
5. Did a pass over the train with a soft eraser set on a low opacity.
6. Duplicated grain layer, nudged down 1px. and inverted to white, set to soft light to add some depth.
7. Dirt pass.
8. Color balance/Hue-Sat adjustment layers.
realistic axes usually come without blood too
update of texture and this time, the 128*128 has a better purpose.
cool little character madPXL. I wonder if you can squeeze that texture into a 64x64?? would certainly be challenging.
tank camera mapping > render to texture low poly model
38 polys 512² texture
in flash (pop up book engine with exported vertex animations and page alignment):
there are still some unwanted areas but I will photoshop them away
"5. Did a pass over the train with a soft eraser set on a low opacity.
6. Duplicated grain layer, nudged down 1px. and inverted to white, set to soft light to add some depth."
anyway, here's finished piece with a small Lolscene
MadPXL, both have a distinct appeal; I am torn between them.
fact: you can make blood come out of anything - including green trangles
Fairly new to this, so be gentle
Should have said it's 490 tri's, 512x512 tex map
here are the two my main haracters from game that i was working on
wolfy: 146 polys
kitty: 238 polys
ps. sorry for my english i think i will write this in my signature ^^'
Looks nice, 512 is overkill for such a low-poly model though. I think a self-illuminated screengrab would do it more justice.
So, how DO you render nice low poly models in maya and prevent maya from turning low-res textures into an anti-aliased mess?
I can get the textures nice and sharp in the main 3D viewing windows (by using the Hardware Texturing quality settings) but cannot for the life of me figure out how to get Maya Hardware / Software to do the same.
Anybody know the trick to this?
Thanks!
Thanks Lev. More to come soon - not very fast yet!:)
To disable texture filtering in Maya, in your viewport window go to the Shading drop down menu then to the Hardware Texturing options. When the dialogue box opens, change the Texture Filter drop down menu to Unfiltered.
I hope that answers your question.
-caseyjones
It looks billboarded to me.
Very handy for balls and so on.
Now it looks like in the part of the left.
324 tris 64*64 diffuse + alpha
Gotta agree with renderhjs on the texture resolution, could really use a bump in that area.
Although far from perfect, here is an example of how I organise my low rez maps:
less diagonal lines the better
Spongebob - 484 tri's 256x256 tex
If you want to render and not screengrab then use this method.
1. All you File nodes containing texture have a Filter attribute, set this to Off.
2. In render settings using Maya Software renderer, set the Edge Anti-Aliasing preset to Low Quality.
3. You probably want to use a surface shader or some other method to not getting smooth gouraud shading. You only want the color to be showing right through.
The reason these pieces are diagonal is to make a cleaner alpha for the hair. Looking at it now, maybe it didn't worth it.
Thanks for the crits everybody.
http://picasaweb.google.pl/matiassss1/Grafika3D?feat=directlink#5294414996906964562
Here goes her friend. 324 tris 128*128 texture + alpha