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
great work! I really like your Aygis character, very well done. Doesn't look like you spent much time on the face though. Interesting layout there too~
Banjo-Threeie for the Nintendo DS system?
tris: 406!
I just finished the Xbox 360 version and the game is very fresh, original...and GOOD
I am not worthy.
Sorry franklyn, that doesn't look terribly like something under 500 triangles, maybe the "what are you working on?" thread might serve you better?
128x128 Diffuse w/ Indexed 256 Colors
Reference
(Character Design (c) Dave Johnson)
Renders
Diffuse
UVs
Quick question, How do you get the fingers like that? I can't get it to work in 3D Studio Max. I must be doing it wrong.
some engines you get them for free, others it doubles the triangle count for the whole model.
no doublesided triangles
what's ebears world? check the dev bloggy http://ebearsworld.blogspot.com/
Yeah; how do I get a two sided material to work in Max in the viewport?
just open the material editor (keyboard shortcut: M)
then switch on the "two sided" option
this screenshot should help you:
http://clip2net.com/page/m0/929196
Maybe it's because of the driver? you can try to switch between Direct3D and Open GL, these kinds of problems are sometimes settled like that.
(Customize->Preferences->Viewports-> Choose driver)
I hope this would do the trick, 'cause we're beginning to be off subject here... ^^'
I keep meaning to bake a set of normals off for it.
Impressed with the Grenade Launcher Prolow. Very professional. Did you bake that texture off a render or is it painted?
(my first post here by the way... Hi everyone! Hopefully I'll start posting some 3d work soon
:thumbup:
Haven't done any 3D in months, so it took me a while to get back into any sort of groove.
438 tris including the hat. (Threw in the collar to ground it a little, but didn't bother unwrapping that).
wires
http://dropbox.hazardstrip.com/backface_you_dumbshit.jpg (I had nothing to do with the naming of this file)
That's the properties window for your object, you get to this through the rightclick-quad.
This toggles it per model, but you can also toggle it for the entire scene through the 'display'-tab, which I personally find the easiest (especially since it doesn't always get remembered, so you might have to do it everytime you launch the scene)
This display-tab is the one with a monitor with a red and blue object on it, it's the fifth from the left.
edit: one that doesn't call you a dumshit, and also makes it easier to see: http://www.sektor-41.com/supplies/Tutorials/3DS_Blueprint_Setup/18.jpg
it's a combination of baked lighting/AO and painting, won't be using normal or height map bump techniques for the project though so I really need to get better at painting.
Some faces
Map : 128*128
I have a question, how I disable anti aliasing in Autodesk Maya? I only get it in the viewport but in the render the texture appears with a smooth.
I want to have that nintendo ds style (pixelated texture) in my low polys
Shading->Hardware Texturing(Option Box)->Texture filter->Unfiltered(from drop menu)
Yes, I did it, and in the viewport it looks pixelated. But that I want is the pixelated effect in the render because I want to made some videos. :poly141: