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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Listen to the man.
@ Master_v12 :
I'm in Japan now, life is not easy... I don't have pay job... I have job but... But I'm happy... Finally time is rare, to have a familly life add stress for any reason, end of free time, etc...
But I really like my new life with my familly.
This character was draw for a 2 years ago project on PSP... Kind of attempt... But the project stoped after one month... Theb 2 years after, a friend contact me for a project on Papervision 3D... An 3D engine on flash plateform... then 1k is not welcome.. I asked for less than 500 Poly.
For see more of my work, please wait a little more, I have a lot but I wait the release date!!
@ renderhjs :
- Design was made by a Japanese friend he really prefers occidental style
- Leg : Basically it's normal before skinning, isn't it?
- Skirt : hmm yes I will modify that!
- Bckground + hair : hmm yes probably... I will try to modify that.
@ Neox : Thanks!
@ Rapante : Haha green clothings are for the next one
@ renderhjs : thanks! about the color, I really cannot change!
@ hobodactyl :
Thanks! Better event will be for this summer ... Life is exciting but stressing too...
Japanese people and system are little bit ... Anyway...
@ HausFly :
Haha how you can see that? did zoom on the picture's pixel? XD!!
But ye syou right, I wish to create some facial animation . And the other texture part are for body-part work, you'll can change part of the character, etc...
Really thanks to everyone!
I'd only like to say a word about my friend he draw this design.
His website is : http://takejono.blogspot.com/
He really get a bad experience in his two first to years in the french game company I was before.
He recently left, and I hope all the best for him if he success his interview for his new job.
Please give a look to his website and leave a message in english of french for some kind of good feel and give him back the motivation in game industry in France...
If some people read japanese, you'll find some word about the last day in the comapny.
He is really a great guy.
Hope everyone will be lucky to work one day with him on a project.
Then another one!
http://www.samavan.com/3D/Takeshi/petit_figure.jpg
edit: fuck, i just realised i said poly again. It's tris.
Man, I really want to make that DS dog fighter we talked about briefly when someone made the DS model viewer. . .
but the tires are standing out.. maybe more polys or flat-alpha planes would look better
oh and sama.van.. nice stuff!
I actually made them eight sided since that pic
also making this
~160 tris
256x128
By mcunha98
Mauricio Cunha: Cool idea, it looks quite good - however I think you could use the texture space more efficiently... for example just have a single square of "roof tiles" and use it on all the roof parts... same for the walls, where there's no unique detail, just use a repeating small texture instead of unwrapping everything and painting it uniquely.
A friend of mine intends to do his first 3d opengl project in conjunction with low poly planes i make
Thanks for the comments...
I'll try improve the use of uvmap space
By mcunha98
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Anyway's here goes
still aside from that some things you might consider to improve on:
visuals:
- smoothing groups: they are often just plain wrong, try to seperate elements that define a different shaded area
- textures: plain and boring, - maybe try to choose rather colors that harmonize better
http://images.google.com/images?um=1&hl=en&lr=lang_en&client=opera&rls=en&q=harmonizing+colors&start=21&sa=N
try at least to tweak the photo sources a bit like in color variation and try to avoid colors that are just plain grey, 100% red, green, blue or any other default mspaint color.
geometry:
- you could use floating geometry to save many many triangles and some shading mud. It basicly means that you merge together multiple opbjects instead of trying to model everything out of 1 object.
- maybe still check the proportions of the characters- have some reference images of similar styles you want to target
The wood texture used in the last object really dont combine with the enviroment style, maybe, I will paint the texture for combine more.
For me, is very hard to understand when e where use the smooth groups yet. I know this technique recently learning about the Wings3D features, so , I'll improve this tecnnique one day.
Another model, I made:
By mcunha98
By mcunha98
Just a window I knocked up for practise. Never got round to posting it for comments.
Why paint all your textures twice? you're wasting time and losing detail on your maps; instead, try copy and pasting UV's of the same parts over each other, like the wheel face - simply have UV's for both sides of it draw from the same texture space. This will give you more room to paint more details as well, so you aren't wasting most of your map. hope this helps.
Mauricio Cunha, I agree with what others are saying, you are doing more work textureing then necessary. Not only can you use the same tex area for both sides of that wheel but you could also 'fold over' the UV's and only use a half circle of tex to fill the whole thing.
Apart from that you could use 'floating polys' to decrease your polycount ALOT. Floating polys just mean that their verts don't have to connect to surrounding pieces.
For the wheel you could just use a tube. Then all the 'spikes' or whatever those things that catch water are called can be seperate pieces. Same with the axle in the middle. It can be one cylinder all the way across instead of connecting to the pieces in the middle, that doubles the polys for the axle right there.
And the thing that holds the axle: The bottom could be a simple cube and the top piece could be a U-shape, that would cut polys down too.
But it's cool to see you doing a full range of props for the level.
Is true, I forget the Virtual Mirror technique for this model in Wings...if I used the Virtual Mirror I went paint only a side of object.....my wrong. Is true, thanks guys, I forget completly !
179 vertex
240 face
dont know what else to say
Also, more of this shit
At first I was like "huh" and then I looked again. I swear to god I read the blurry texture as Depth Of Field blurring. Kinda trippy.
Hah, me too. Especially in the circle.
Btw, Harry, your map is actually at 25%. Sorry to be technical.
harry: those planes are great! really nice metal painting stuff.
WIP. Trying to get the hang of texturing. Sticking to grey for now.
He's 394 tri's with a 128
Ive seen such amazing work here, so I thought I'd throw my hat in the ring, get some crits ect...
No where near the quality of some of this stuff, would you beleive I spent 7 hours on it? anyway keep it up guys this stuff is all great!
I love this so much
The texturing you went for has a bit more "pink" in it than I would like. But that's your call. The actual color scheme for the alient varies from movie to movie. The original Alien was all sleek blacks and browns. The creatures seen in Aliens were very much a deep blue tone. The Alien 3 interpretation went back to black, with a touch of red thrown in. And the Resurrection aliens tended toward green. The tone you went with would probably help the character to stand out better from a dark environment, which would be ideal for a handheld game.
The first one I had was the original queen, which came with an alien fetus. In my Easter basket. Memories...