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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256x256 diffuse, alpha and spec
218 tris
plop! time to create the beds!!
With a background as animator this is essentially my first go at a character, all the comments and tips in this thread is just awesome for someone in a learning process. Thanks for all the inspiring work everyone!
Anyway got a question about how one usually tackles the seams when texturing, took me ages to get a ... decent result. Do one use like 3d paint tools or is it simply lack of experience (probably the latter). Texuring was a hassle .
So he is rigged and will probably try to make some kind of a fight when I get around to make another low poly character. Enjoy.
- Make sure your UVs are straight and not tilted slightly (if it's not some crazy organic shape).
- Put seams in the less visible areas and where seams would naturally be in something like clothes or between 2 things. As much as possible hide them in places like inside legs and arms, and where the arms cover the torso.
-As for the middle seam, most of the time characters like the one you made are only made in one half, and then mirrored horizontally to make 2 joined symmetrical pieces, so the middle seam is usually a non-issue. Model your mesh symmetrically, then delete one half and just texture the half you're left with. When you're done, duplicate and flip, and merge together, to recreate a full model.
Vladino looking forward to your update on that planet!
Thanks! But no I don't have job. I try to find but I don't success... I'd like to leave Japan but I don't really know what kind of company is looking for low poly stuff enough normal map.
Sama.Van - Love your stuff too, you keep inspiring me.:)
EDIT: In case the first image link is really slow and doesn't always show up here's an alternate link.
Great work!
Thanks!
Also You should put a lot of these pieces together into an environment with characters staged in such a way that it looks like shots from a finished game. That would have great impact for the portfolio, and when they ask you the what game it is, you say it's just a scene you made and blow their minds.
Basically I cut the top part of the legs, and I create a cone under the dress.
More easy for animation and saving some polygons ^_^.
bounchfx : I'd like to try but where? Someone know a company they will need a very low poly artist?
Art-Machine : Yes I'm actually working on the background... But didn't have much time this last week .. I hope to find a work quickly!
BARBEERIAN : I really like , but did you finish? You don't add some reflect effect in your texture? Kind of metallic stuff.... and Light... and shadow?
I'd definitely like some nice reflection effects on the glass, but TBH I'm horrible at painting glass effects (need to find a decent technique). I did paint some light into the texture (and baked AO and handpainted some shadow), but it's pretty thin. I'll try and make it a little more noticeable.
Springing to mind is SquareEnix right off the bat. Ubisoft makes several DS and Wii titles some of which are made at the Montreal studio (where i work) like the Dogz, Catz, Horsez series. Also you have the french advantage with them. I would give you more but I don't really have that many 3D DS games, I follow the more next gen studios since that's what I like to work on.
There should be lots of companies looking for guys like you what with the PSP, DS, and now Iphone on the scene. Not to mention the low cost downloadable game market.
Also, please think about making some pieces in a different style than this one. Showing only this cute style might hurt your chances getting hired on other types of games. What you have going for you in these pieces is clearly technical cleanliness, and good artistic skill. Now show you can vary in style! (when you're done with this scene)
EDIT: The tree has an alpha mask that wont draw atm, but i've got it up and running on the DS...
Perhaps the stairs could be pushed a bit more. The steps are somewhat plain. Some more interesting brick or stonework would look better I think, maybe with a yellow tint.
Nice work!
El Z0rR: Cool!
The tree uses alpha masking but not in that shot, thats all. Its still a bit of a WIP, so don't worry too much.
The stairs are a flat plane, its all texture/depth work. The texture is, now that you mention it, a tad plain, and the crazy thing is I was originally going to go with a more yellowish tint.
Thanks for the feedback so far though, I'll look into editing a few things and let you know!
I also love watching these low poly projects evolve. I'd do more myself but that's already what I do all day :poly105: aha.
keep up the awesome stuff fellas!
EDIT: Reading that back it sounded a little rude, didn't mean to. But even still, I've drawn inspiration from Zelda DS, Zelda Snes, Final Fantasy DS, Chrono Trigger, even such gems as Animal Crossing even. But looking at them all, they all have their own selling points, their own "heart", but you could copy/paste certain elements from each game and honestly not know what each part was from. TBH, gameplay wise, I'm going for a more SNES Zelda style instead of the strange DS over simple style, plus no boats
But yeah, Its set with a pirate theme, so there will be all sorts of locations and visuals styles I'll be exploring.
As for using yellow on the steps, definitely! You used it in the rocks, so again, I feel the palettes should match. Cool project, anyway; nice to see some DS-spec environment that isn't cel-shaded.
edit: yeah, IMO you should definitely put all the colours and detail that are in the grass into the tree, and the colours from the rocks into the steps. I did a little paintover (for my own musing) and it looked a lot more unified to me. However, I of course wish for you to decide this on your own! Splendid work so far.
Np, didn't sound rude to me. Of course that was all just my point of view i mentioned. I would like to point out that you mention how all those games, although they look alike, manage to pull of their own distinct spirit. My message is just to remember that, to make it your own. Stop looking at the other games, you clearly know them well enough!
If you can pull that off, you'll get something that looks 'shipped' AND unique at the same time.
All artistic philosophy aside, It's prety nice that you can actually get this running on DS. Makes me miss the days i could easily program 2d sprite games in QBasic. Not so easy to just jump into game programming now that its 3D :P
Why won't certain verts just frikkin WELD!
Here is a small update of my "twilight DS" models. There are links to the java 3d preview.
Characters are around 350 triangles, and textures 128x128
3d
3d
3d
I got some charas that fit here
I welcome any advices that can help me to improve!
Besides that I think your work has a nice edge to it.
-> Nkoste: thanks for your advice on shadows! I think that this is effectively what I need to work the most.
Seems to be a problem at your end, the images show up fine