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
mnxoh: Should have mentioned this in my previous post. I realize that you're trying to stay true to the exact pallette of the series, but it's just not working without outlines, everything looks too flat, can't even distinguish that he has 2 legs unless its from directly in front or from behind. Maybe throw in some very light gradiants to give them more depth, or just try to put some detail into the major joints (elbow/Knee) if you don't mind deviating slightly from the original concept.
Zweit: you're using 40 tris just for the eyes, you could easily remove 1 or 2 of the loops and get the same final appearance.
key, mouse and mini book model = 62 polys
tank = 38 polys
pen = 15 polys
flowers = 42 polys
base book = 14 polys
here is a current online demo
http://www.renderhjs.net/portfolio2k9/dmo5/
(reload the page if the base book model does not show up)
Thanks for the crit. You're right, I guess I figured that the rest of the mesh was so low that I could afford to splurge a bit.
I managed to cut out more than sixty tris to boot.
Here's my entry for the game artisans Kingdom Hearts comp... but I made 13 characters using the 3000 tri limit :P Each char is around 220 tris and each weapon is less than 10 tris, and they're all using the same 512 sheet. Most coloring is done with vertex colors... anyway, the best summon ever, Knights of the Round!!!
more models booth are for 2 of my engines
renderhjs: I like the console thing
... unless your gonna use a true isometric view and not a perspective isometric
I know I forgot the polycount (156 polys) and a wireframe, but it is more a texture practice than a modelling one.
By mcunha98
Hi Mauricio, I'm sure you can get the triangle count down on this if you try Remember a "polygon" is just an arbitrary sided shape, which may contain many triangles. The general limit for this thread is 500 give or take. (as so to make a certain restricted style more fun and challenging).
Somewhere in your editor you should have a function called "triangulate mesh" (or similar wording, it's different for most programs but the function is the same). I'm guessing once you run this command and check the "polygon" count it'll be rather high, a rough guess would place it at 740 triangles.
(worst case scenario is that only one side of your chicken is being counted due to the mirror function, which would mean the real triangle count for this is a whopping 1480 tris!)
The feet on your chicken could do with a lot of optimisation as they are not something people would often see up close. Well unless that is you love chicken feet!
In general a game asset like this should be extremely low poly unless it's truly the star of the show, even in the most detailed of game engines.
I've done a simple paint over to illustrate some basic principals:
viewport grabs mate, ingame I dont get this moire effect nonsense. (the textures are only 32x32 or so)
152 tris, 128x128 texture
Thanks for tips.
Unfortunatly, the Wings3D dont have a command for Triangulate the model...
I agree with you about the head and the foot, I'll try make new models more simple !
Thanks again.
I love seeing pixel-art-esque stuff in 3D.
-caseyjones
just select all the faces (faces, not vertices, lines or models), right-click on the object and choose Tesselate/Triangulate;
What a shame...I am a donkey :poly122:
I use Wings since 2006 and I dont saw this option before.
Thanks a lot for the tip.
A little test:
http://img3.imageshack.us/img3/5044/tris20090208ae9.png
By mcunha98
EDIT: please try to keep under the 500 tris limit, thanks
Some of my very first low-poly practice. I was watching Army of darkness when I started on it... does it show?
76Tris, and 1 diffuse map, at 512. I'll probably drop it down to 256 though.
326 tris, 2 64 x 64 textures
By mcunha98
EDIT: please try to keep under the 500 tris limit, thanks
some stuff from a game jam
By mcunha98
EDIT: please try to keep under the 500 tris limit, thanks
renderhjs > hgggnnnnggg, never stop impressing, keep it up man. seeing it come together makes me glee with fangirldom.
Blocking out the colours on a 256 map... trying to mix up a few of his costume styles.
set the self illumination up in the material.