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
make a little red panda in his belly working the controls. because you love pandas and red pandas are awesome.
If you gotz da skillz, the tool doesn't matter. Tablets only speed up the process (and keep your wrist from dying ), they don't make ya paint better.
Still a pimp ass texture, fletcher. gj
So I can't wait until Fletcher gets his tablet in the mail :P
(Also, gratz on top 10 in DWIV, Fletch!)
edit: oops, just saw the other reply, had this page open for a while, kind of a double post I guess.
One of my moused drawings from way back in 2004:
I hope that it won't hurt if my model triangle count will be 589.
So... todays work:
Here's something that took about an hour to make and animate, and about a week to render. I figured out the issue was with the inside of my computer looking like the contents of a well used hover bag, post vacuuming, it rendered out my 400 frame animation in no time.
Completed Video :
[ame]http://www.youtube.com/watch?v=g0W15rLNkd8[/ame]
Quality isn't fantastic, have yet to figure how to export to Avi from AfterEffects without it messing with the resolution, which in turn makes youtube go nuts and turn it back to 4:3.
Crits and comments are always welcome!
@zhone: It worked.(the deformation)
@JohnnySix: Yep. Here it is:
around 2x slowmo. I can't figure out if it is possible to make faster gifs - like 25fps. ...maybe swf would be better.
was done under tight time constraints geometry uv and texture in roughly 3 hours
868 triangles 1x512x512 difuse
Awesome texture man, i like the spear tip in particular, very well done! It reminds me of WoW.
--
Anyways, my Intuos3 arrived 2 days ago, i was thrilled, this thing is huge, and im loving it so far. Feels way different and im really getting used to it quickly, after a couple eye to hand co-ordination exercises, basic sketches and forcing myself to use it for literally every single basic task. So yesterday i gave my first real go at using it to draw a sword concept to go with my shield:
Gonna model this.
Really happy with the tablet so far, i can only do basic crap atm but i'd love to get into some more 2d drawing.
Can't wait to see it finished, JFletcher! I was thinking of making a sword myself over the next couple days.
@RandomMonkies - Cheers man - was chuffed how it came out for sub 1.5k for the whole scene (the majority being the double skydome lol)
Can you tell what this one is yet?
331 poly (644 tri)
Are we counting polys or tris, if the latter I'm over, if the former , I'm under par.
Probably could make the hair horns as planes and do them as a texture, and his body could have less segments, however he's generally a bendy character. hmm
No idea what's causing Mental Ray to create the big flashing chunks of green.
@ JFletcher - Congrats on the new tablet. I think we both ordered ours at the same time lol. Can't wait to see the sword progress.
It would be great to see another video of your texturing if you dont mind capturing the process again!
Starting texture
Wires
I used to read that back when i was 10, i believe, my friend had an issue his cousin gave him. Definitely good for some immature giggles, and a read through at any age.
Love all of your low poly work, guise
I loved your little UFO animation as well. The unique camera movement was a nice addition.
About your character mesh:
You're right, a few loops should be taken out of his torso, and I would recommend using transparency for the "hair horns." Also, notice the slit running down the center of the toe of his boots, and the buckles on his boots. Both of those effects can be achieved in the texture.
You can get this guy under 500 tris, I believe in you! :thumbup:
alpha is never for free. first you need to have a 32bit texture instead of a 24bit one, so it eats up more memory, then you need to set a special rendering state on the GPU to enable it, and on low end hardware alpha blending is expensive (instead of just rendering the pixel the GPU will check the other ones and do a blending).
Also alpha ordering issues could appear if the game doen't sort objects by distance...
In that case using alpha is not really worth the prize, very cool models btw
@ Red Handed Gamer - I managed to keep the buckles and the hair spikes, I took some unnecessary polys out of the face, being that the central areas are predominantly flat, so saved a bunch there.
The buckles overlap the boot somewhat, so couldn't really replicate the look with a texture.
Spinner :
Wires :
Back to work on the texture, I screwed the UVW's welding/deleting.
congrats on the new tablet Fletcher, you'll never go back to a mouse your stuff is super sick, really inspiring me to do some painted textre stuff again!
308 tris. 256 diffuse. 100% inspired by JFletchers wooden robot.
What about the under side of the barrel? I dont see any UV's for that, perhaps that free space could've been put to use.
@ Johnysix
Nice character, i love the proportions, and he reminds me of salad fingers.
still 'meh' atm.
Reply pls! Ty.
There is no bottom cap to texture, J. I got rid of it as it wouldn't be seen. Would have really liked to have used up the spare UV space on another object but I started this at the end of an all-nighter and my brain went all shmooshy
Thanks for the comments
fsntico - If those are weighing in at over 500 polys, they're going to be well over 500 tri's, mate.
Meet Mr. Mistoffeles the Gentleman Cat! 423 tris
where to start, i mean... uh, the... i'm sorry, i'm not in the best mood and a little buzzed here, but i'd say this sober, but first of all! okay! first off, low poly models don't ever have mesh smooths on them. yeah? and dude, what the hell is that first thing any way? come on... and is it even fucking textured? you bastard, haha! you're kidding me, i've never seen something like this on polycount. you're polluting this thread dude, i'd totally ban you. ya, i need to not be so harsh here, but this is crazy. you've typed out the polies and vert count? really? what the hell dude, you desirve an infraction just for posting that, the numbers are right fucking there in your screenshot you silly pig, are you a joke account? and the neon green background? okay, there are lessons there, i'm just tell it how it is. i don't want to hurt your feelings man but damn... lets hug, i'm sorry.