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
Copy it, and understand what does every line refers to (muscles).
After you're comfy with it, you can try to redo your low poly, but it will take a while to get it. Training is the key. i suggest you to make a thread for that, you will certainly get good advices in the making.
also if you start out with a sphere its better to use one with just 8 segments - and turn it just like you did - but it is just a starting point. Often one needs to cut and push vertecies anyway and alot till the shape looks good.
More of a semi-accurate quick anatomy test, displaying major muscle groups and such. But yeah, I guess it does resemble Gray Fox.
Thanks for your answer! My animation is keyframe interpolation now, probably the same as you mentioned - framerate independent, just running more smoothly if you have more power, and I'm trying to avoid coding of bones system which may end up being slower at the end for now
Looking forward to see your engine when you will be allowed to show something from the new stuff, sounds interesting!
I keep forgetting er procrastinating to frame that picture on my wall.
ah! youre the guy who did the turtle as well! ;D
both superior works! but, you forgot one crucial thing! ... you forgot a link to the SDK containing an .obj file!!! ;ppp
good job, keep it up! ;D
(pssst, sdk us!)
looks like batman if he came from the incredibles,
- Rick.
***edit***
I agree. Here is a pic with less spec.
Nice work!
I was playing around this evening playing around with rendering with mental ray, made a quick test scene in low poly to render something quickly.
- Rick.
By mcunha98
352 tris, but maps hi-res.
Faust in down left corner has 77 tris, and is made by Gravity.
Loving the work that people have been posting here, there is some real skilled people here and I look forward to learning new stuff from them
Here's a piece of my work
I have some freelance work coming up for the iphone. Here is some practice for the work I will be doing.
...Not sure if its worth putting in my portfolio, what do you guys think?
[Edit]
Tumerboy: Agreed. I just made them longer and fixed the presentation sheet here.
Otherwise, I think it's awesome.
I watched today the E3 trailer for the new Golden Sun game on the DS
http://www.gametrailers.com/video/e3-09-golden-sun/50246
edit: they relased a more crispy video footage:
http://www.gametrailers.com/video/e3-09-golden-sun/50273
and was blown away by the art, I made some screenshot collages and stitched some frames together into 1 image
just love the colors, texture work and use of triangles, truly beautiful work
renderhjs: That is probably the most beautiful enviroment thing I've seen on a DS game
I've been 3d doodling a jungle stone statue type guy, based off of a pixel i did.
basically just texturing now. getting pretty happy with the face, probably add more colour later, need to work on the rest of the body. i think the design of the body, mainly the side will change a bunch, going to do some sketches to get a better feel for it.
...sorry about the buttcrack
He's going to have a little base of colourful leaves, mushrooms and dirt to sit on, and maybe a couple of the little statues scattered around (though i may remodel them a little, not sure yet)
usually I romove stuff you don't see, like the bottom of the head and body, but i left them on this time because i may have him knocked over etc. its only using 9 pixels of texture anyway.
crits etc would be sweet.
And this time under the 500 tris limit!
I still have some more detailing to do on the texture, such as the arm joints that are just a plain color right now. But I want to model his weapon first.
Comments are very welcome
Learned a bit more, am pleased
I was planning on trying out vines on the texture, or did you mean modeling them in? i hadn't thought of that, might explore it.
Urmo redesign WIP:
This is my next model for the ArtPG activity at Apedogs!
You could model them, but only if you wish to increase the polygon count, otherwise just put the vines on the texture
pushing the borders of low-poly modelling with my first finished model.
I learned how to use "cut" and UVW unwrap in the process \:B/
enjoy.
(lol)