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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here is one of mine it's a mix of bioman and some alien.
but other than that, badass intro Default
Very cute work
@default
Cool stuff, I can imagine the stronger pixels look better if the model is viewed from different distances.
Here´s something I did last month...forgot to post it here.
935 tris
READ.
but the models i've done are low poly ones very squarry like some others people have done , why should i make them more
human, rounded ?
when some people do squarry ones and other people say there are great ?
is not perhaps my characters that have no real concept instead that bring them down ?
This thread continues to be awesome
I'm still working on mine. Still trying to make it readable on a small DS screen I'm not fully happy with this result but it's going to look more like I want ( quite close to Final Fantasy style )
Have a nice day,
-jerome-
While you are trying for low poly, the proportions of your characters look off. The arms are pretty long and the legs are short. Also, even in low poly, you want the character to be curved enough to where it isn't so noticable. The feet and head of your characters are rectangles, or at least appear that way. You don't need to add too many more polys to the feet to get a decent look, but you will have to do significatly more to the head.
Look at some of the other low poly stuff that you see that is getting praise. If you keep yourself open and modest, you can observe some differences. You may think the differences are small, but those things can make the difference between something looking right and looking off.
Have you tried looking through some human anatomy books? With a little patience I'm sure you can vastly improve the look of your models.
Cheers.
a new character, i don't like this uv's hand, i'll try to improve it.
and i know my characters are bad , i have to put good cuts were needed and work on proportions indeed.
Lot of practice i have to do !
i like your spirit,
In fact i keep modeling caus it brings me lot of pleasure and fun , i seek lot of fun in first place.
That's why i go instinctively and fast and i don't pay attention to details/proportions (and i should do!).
It's one of my passions modeling !
People here are great skilled people i envy , and i like a lot looking at their work indeed
Keep up the good work people !
BA-64.
280 triangles, 128x128 texture.
also, you guys make bigass textures, and then scale them down, right? since drawing 256x256 from start is not working out too well.
also, you guys make bigass textures, and then scale them down, right? since drawing 256x256 from start is not working out too well.
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You can theoretically do it either way, but a lot of purists will argue you should learn to paint true-res.
256's have a lot of room, what problems are you running into working on them?
Edit: heres my attempt at texturing the snake!
Painted over what i need to make.
Hope you like him
maybe we should define low poly differently in this thread, that one is deffinetely low poly, but it is 190 polies to much for this thread... so why not change the thread rules a bit so that hot stuff like that can be (legally :P) posted here?
well just a thought.
again very cool stuff!
altho, his feet are pointing forward, rotate them outwards a bit?
One minor crit: I would have given his hair a pair of hair planes sticking out instead of painting it on the back. Would look even more neat if you ask me.
I'll color it and add textures details like additionnal things/objects , but texture volumes is already here , no need to paint them !
i'm a very big beginner in texture painting
here is some volume painting attempt :
no layers used under photoshop only colors and AirBrush tool !
basic textured :
here's an unfinished WIP of good ol' pyramid head.
256 texture, about 500 tris
I'll have to paint lot more details colors and things like steel pieces.
For the eyes : perhaps some separate models with a reflexion shader or copy/paste a photo refrence ? what's best method ?
I think i'll use this pretty bad guy for a beat them up arcade game .
That's super cool
-caseyjones
really awesome roost!1
I envy your texturing skills
I accidentally uvd some bits upside down as you can see but since its a test I just left em that way. Could probably squeeze a bit more out of the space but I was a bit unsure how much room I'd need to leave. Also something I noticed, I did grid some areas but I found when I went overboard with it the pixels became distorted and non-square. I could fit more in the space but they looked wrong because everything else was square and there were these pig-ugly warped pixels. So I'm cautious about gridding uvs selectively