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
really really cool!
you should probably render it without AA though, unless you expect to have that on ingame as well.
looking forward to see obelix
you might do better to rearrange the uvs a bit so his head can have more uv space.
awesome!
facial animations would be the icing on the cake
I tried this weekend to play a little with a low poly character for a little DS project I make.
That's my first try with so low poly stuff. But that's realy fun!
Next step for this character : put the texture in 16 colors, and write my character exporter to see that girl on the DS.
Here is the last one from the series, hope you like him too
Thanx for coments and support
Valendar - I guess that it would be hard to put obelix + stone in one object, as I have 400 tris limit for a model, and obelix and stone are very round objects. I might do some more props for them (stone for Obelix, sword and magic potion for Asterix) but they will be separate objects for sure
Tenis - thx for comment, I love your lov poly stuff you show on this forum, very inspiring Render without AA - you are right, I give them AA so they look better, should have fix it
Uk_resistant - yeah, I just have a bit of space free when I composed UVW so decided to scale a foot a bit.
CheapAlert -> wow, killer work
NCE -> very nice one
This is my first attempt at sticking with 500 tris max. It was a lot more difficult than I had originally anticipated. But I was happy with the outcome. I just wish my texturing skills were up to par to do this lil' guy justice.
EDIT: I revisted this guy a few days later. Fixed some issues with poor deformations with the hip, and gave his gut a better silhouette. The original post image is located here: http://img520.imageshack.us/img520/2785/lowpolymale01is2.jpg
Here's mine. The polycount is 498 if you don't count the double-sided faces. Hope you like it.
-caseyjones
i like a lot your texturing , awesome.
do you have some tips for a total newbbie like me ?
do you use burn/dodge or layer multiply or
directly painted a basic color than two others ne
darker ,another brighter than painted good transitions between them ?
i find dodge and burn don't produce very good progressive colors transitions, do i need to blurr areas to make the transition better ? use less opacity or
use another tool ?
well lot of top notch low poly models
from verybody here
the head is for the moment a speparated mesh, i'll join it to the other , and only hair, mustache , bandanas ,
accessories will be different meshes attached by the 3D engine.
I'm a big newbbie
Some help if someone can ?
i paint using Gimp2 Aerograph tool , when i bring contrast
up i can see inperfection due to the paint strokes i have done even with low opacity and trying to make all look
progressive colors transtions !
i have used Blurr before increasing contrast , but the result was not totally good ? anyone has a tip ?
I would like to achieve such good progressive colors
example
She is what I plan to throw into Nintendo DS if I ever get around to figuring out how to get 3d working...
Wish I had more time to work on her abs.. and other parts.. its 2:30am and I have a meeting in 4 hours
If 600 polys is too much for this thread I'll move it no prob.
Nice for the tri count, but i think you can do it for 100 tris less! and its for the ds so it might be to much for it :P
Love low poly work like that, stuff like that looks surprisingly good on handhelds. Then again its not on a 17+ inch screen in yo face so its understandable.
This is one character I am currently working on. Texture is 512 x 256.
I am working on the texture, but have problems with photoshop (I dont want uniform color). Anyone has some good photoshop tuts/tips on how to get nice color variations while painting? Thanks.
This is my new ho:
She is what I plan to throw into Nintendo DS if I ever get around to figuring out how to get 3d working...
Wish I had more time to work on her abs.. and other parts.. its 2:30am and I have a meeting in 4 hours
If 600 polys is too much for this thread I'll move it no prob.
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you may want to re-visit the head on this model, the texture seems to be a bit stretched. I agree that reducing the polycount more, and the texture size, would be healthier for the DS. The DS screen is very small, your texture is bigger than a DS screen, big mistake
The only critic is that she isn't to pretty I know that's just a ho, but... Not sure if I would pay for her lol. Could use some more work on the face for sure, She could also benefit from changing her hair cut.
AFAIK NDS support models with max 128x128 texture, so you will have to scale it down if you want to use it on nintendo
"They fear you, insect, for you are my avatar."
438 Triangles. Based on 'Goggles', the nameless hero of Shock 2.
(Alot more could be done with the texture, but I just made the thing to learn Max. Hafta move on.)
And Cheap's Lei-Lei is just too cute.
Anyway, I decided to revisit my elf and scale down her texture to a 128x128. And just for fun, I also gave her an orc to play with.
First character on Silo
zdead design inspiration
awesome work here
I give a second try on this one...
concept here: http://img.photobucket.com/albums/v216/zenarion/onion_zebra.jpg
wires here:
http://img.photobucket.com/albums/v216/zenarion/3d%20Models/gangster_shot.jpg
you have inspired me
(it's far far from your texture and modeling art skills)
This is for an art test that I will surely fail, the 2nd part of the test is to animate him doing a serve but I have never learned how to rig and or animate...
Reference pics
I plan on sending it in on monday morning, let me know how i can improve the texture if there is anything you notice, thx
and as van gogh says... if you hear a voice in your head saying that you are not a rigger/animator, then by all means, rig/animate! soon that voice will go away. happy st. paddy's!
looking pretty cool! i think you can make the textures less pixelerated though, without enlarging the texture size. good job, looks like a fun guy!
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welcome to low poly models