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
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I welcome advice and such, and thanks Mal for the tip
http://i41.tinypic.com/5xvj89.jpg
EDIT: please try to keep under the 500 tris limit, thanks
Also, is this ok for my first low poly game model?
as your starting go as simple as you can get, you will finish quicker and learn faster, so look at some DS spec stuff , say 500 tris and a 256* texture and no rendered lighting(just texture) and see where you can go
for example
Surely vofff's true genius can never be fully understood.
Yo dudes, The Game Acedemy is indeed represented... in the house yo!
I didn't none shadow in pants detail really.
And the head is to "tell" he is a kind of monster, not necessary a man
Wasker that is kickass work!
wasker: that looks great! very stylish.
Tris: 518
Polys: 256
Please crit me
EDIT: Ok how is this?
Crits now?
@Psibat: post your wireframe and it will be easier to crit.
There's a first time for everything. In your case, you are probably going to want to convert your model into triangles sooner as opposed to later. Unless you are planning on doing a normal map later, there is no reason to keep your model as quads for very long. They are fine for fleshing out shapes. But as soon as the optimization begins, you will be deleting individual verticies and edge-turning like mad. You need it in triangles in order to see where those kinds of changes need to be made.
It looks like a promising start. Don't worry too much about the poly budget when roughing the model out. And once you do start to optimize, keep your eye on the silhouette and the joints. That's where the polygons are really going to matter. The silhouette will show you where you can safely remove polygons, and the joints will show you where you need to add more.
http://img4.imageshack.us/img4/4231/birdguardfrontmn2.gif
http://img5.imageshack.us/img5/1808/birdguardsidesx2.gif
EDIT: please try to keep under the 500 tris limit, thanks
http://www.willhawthorne.com/animTrial/index.html
It's a little Flash lip-syncing program that I've integrated with PaperVision3D's graphics rendering. I wrote the data parser and all of the graphic element Classes. I used the Tweener class to do most of the timed animations, and PaperVision3D for the 3D rendering. I'm hoping to use this to create short scripted Flash 3D animated cartoons.
Now it's time to start axing polys right? She's going to be a fairy so don't mkind the odd shape of her head.
A bit of googling gave me this:
http://figure-drawings.com/how-to-draw-proportion-18.jpg
Here is my progress so far:
I wonder what's the best way to make her face? I want her to have some cool facial animations like this guy
http://i19.photobucket.com/albums/b183/Arhurt/3D%20art/Portia05.jpg
http://i19.photobucket.com/albums/b183/Arhurt/3D%20art/Portia06.jpg
I think that the added lip geometry will look better for close-up shots. I'm imagining her in a game where there would be constant realtime face close-ups and dialogue, hence the extra detail at her face.
http://i19.photobucket.com/albums/b183/Arhurt/3D%20art/Portia07.jpg
Now I'm struggling with her hands as you can see:
http://i19.photobucket.com/albums/b183/Arhurt/3D%20art/Portia08.jpg
She's going to have a semi-transparent robe over her body, long hair and a staff, I'm aiming at no more than 900 triangles.
Also, a question: Is there any easy way to turn all my polys in triangles instead of doing it by hand? I know it's a dumb thing to ask but I'm having a hard time making google understand what I want.
http://i19.photobucket.com/albums/b183/Arhurt/3D%20art/Portia09.jpg
http://i19.photobucket.com/albums/b183/Arhurt/3D%20art/Portia11.jpg
She's really small so her staff is actually a human sized wand, and she uses a gecko as a mount (I'll model him later).
I never rigged a character like this for animation before, anyone got a nice tutorial link for me? I'll let it rest for a bit before unwrapping so that you guys can help me a bit if possible.
I'm really liking the result so far, just need a kick-ass skin to make her perfect!
EDIT: please try to keep under the 500 tris limit, thanks
Edit: Forgot the tris here...
Tri Count: 372
By the way, you don't need an edge down the middle of your model just for texture mirroring; if you put the centre of a face exactly at 1 in the UV space, there's a setting which lets you make the texture mirror back on itself. Here's an example.
rejoice!
http://wiki.polycount.net/Limb_Topology
1969 Charger, deathproof paint job with fast and the furious supercharger.
www.thegameacademy.com
I've been doing 3D for little under a year as a part of my education, but because it focuses a gut load on rigging and technicalities, I am slowly starting to hate the trade to the bones. So I decided to spend this Saturday on doing something fun an visual in 3D, to sort of reconcile with it.
I'm looking forward to becoming a part of the community.
and don't knock rigging and the technicalities, you'll be needing those later!
Uber bump I know, but anyone got this in an inspirations folder or summat? I'd love to see it.
edit
here is a comressed version of the animation:
http://smg.photobucket.com/albums/v138/Syama/?action=view¤t=sh.flv
more
Is that the animation you're looking for?
im new to forum and im also new to 3d modeling. im curently learning 3ds max, and i started with low poly stuff. this is my first atempt to model a character. im open to any comments/advices u might have and im willing to improve my modeling skills.
here we go: johnny bravo first atempt :
Do you have some idea about color or else?
more info on : http://sama.van.free.fr/community/viewtopic.php?t=8
Thanks by advance! ^_^
some crits on the model:
- the legs are a bit to parallel from the ront
- the skirt is a bit to straight at the bottom on the front
depending on your background (many backgrounds share brown as well) a colour variation in the hair might be an idea to make her more stand out.