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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© 2009 n-Space
These are models I made when I was first hired and getting used to the restrictions. At that time, all characters were being made with a poly (not tri) limit of 200 and a texture size of 128x64. It isn't my best work, but I don't think it was too bad.
Once marvel ultimate alliance 2 and call of duty:mobilized come out I might try to post more
Inspired by a concept art of Xavier Marquis
ive had the damnest time learning maya.
im an ex graphic designer who programs and makes games now and after knowing my way around PS like the back of my hand i get so mad everytime i get 1/2 way through a model(low poly) and it looks like crap.
If anyone is in socal area (la, oc) and would let me sit in over their shoulder one day id be glad to pay you. or maybe we can work on an iphone game together :P
At first I presumed the drop ship was a parody on the killzone 2 drop ship (yeah, like that game has much originality in it's bones, but hey I still waste a lot of time blasting stuff away in it)
beefier wheels might help it fit into the style a little more
Female mesh: 340 tris
Male mesh: 334 tris
Tommy mesh: 350 tris
All textures: 128x256
I loved the Power Rangers! This is awesome
@Red Handed Gamer, holy crap, dude! I'm loving the super deformed look! :thumbup:
Awesome Rangers man!
But then if this over-the-top animation is gonna be seen frequently by players, it might get tiresome. Not that I don't like it, because I do. But that kind of animation suits better those guns you rarely get ammo for and you save them for special occasions (like the 357 on half-life games).
Great model btw. I'd love to see the texture sheet
Fag box - 28 Tris
Pint - 116 Tris
Fag 68 Tris
Textures 256^2 + 1bit alpha on fag box.
oh and flats so far
soon i'll do colour schemes - (it's a trabant but it's yet to be a himmelblauer trabant)
cute and cool!
keep them coming!
All trabis are cool, but from a true kraut that's a compliment!
Could paint some reflections on the visors
As a major SH fan I've to say that I loves me some pyramid head (but only in SH2, all other references didn't make sense, neither does his revised back story)
Anyway *tries to avoid the Pyramid Head rant* the geometry is great but your proportions are rather off. He is recognisable but loses a lot of his impact. The waist should be thinner, the skirt more flared and shorter, his calves thiner and more tapered and the point of the helmet should come down a bit more and it has a bend in it.
Here's an image you could use to tweak them a bit. (I hope I'm not being rude it's just that this is one of my favourite characters across all genres and mediums)
the models for Orion wars, iPhone.
Besides, in SH2 you fight multiple Pyramid Heads at once, and if it wasn't constrained by the fact that it's a game and they both use the same model, I like to think there would be more than one Pyramid Head. Like you said, there are the movie and other variations too.
The thing is that pyramid head is a part of James. At the end there is Red PH (New blood, Maria's death) and Brown PH (old blood, Mary's death) representing his thoughts of the deaths of Mary and Maria.
Pyramid Head's silhouette is noticeably phallic. He is basically a giant walking penis who represents James' sexual frustration during Mary's last year of life when she was so ill that as a couple they were celibate. Maria is an eroticised version of Mary which James desires because of how long he spent with Mary unable to connect with her physically.
Silent Hill two has the richest and most mature metaphoric imagery I've ever seen in a game which is why it stands out for so many from the series. For instance the sexualised enemies also reference James' frustrations. In SH1 the nurses werent "sexy" they were in fact hideous. Because SH2 was more internal then mythical and occult they altered the appearance of the enemies for James.
Unfortunately the imagery and enemies in SH2 were so successful that the sequels became like bad fan fiction. I say Pyramid head shouldn't make cameos because he is a part of James. He exits in his psyche alone. Because he is a part of James (a part which destroyed itself when no longer needed, hence the double PH suicide) he shouldn't appear without James and simply doesn't exist outside of his mind and his "Silent Hill". The nurses should have also returned to the less sexualised forms but again they were so successful and iconic that the bad fan fiction symptoms took over.
I know I'm getting very into details that a lot of people don't really care about but the attraction/repulsion motif of SH2 is what set it apart from all other games. The sequels are like cheap knock-offs... like jaws sequels. The depth and layers to Silent Hill 2's design and the way that the carnal imagery really haunts you is a masterpiece and something I hold dear to my heart. Its a gripping fear that touches you in a way no other game has managed which is why it's so important to me. It's silly to some but so is appreciation of poetry, songs, movies etc to others.
You say that you like to think there is more than one pyramid head, in [game] reality there aren't any. He's just a guilty murderer's imaginary friend.
Anyway, back to being on topic, I'm sorry I tend to lose track of myself when certain games are concerned. I only pointed out the proportionality because I figured that you were going for an exact match like the Team Fortress models or the Assassins creed ones earlier in the thread. The character Pyramid head has been stylised in every way imaginable in his fan art so of course you should make him the way you want him! I just made a bad assumption, I wasn't trying to limit your creativity or expression! (Sorry )
Model is made by Ilja Japhir Kocken( great LP artist :thumbup: ), texturing is dane by me...
Also first post here ! :poly124:
I'll finish him soon
C&C are welcome ...
Tempted to make an Escort Cosworth this now hehe
LOL been building it and it's now 500 tris oops! :P not even done the whale tail or wheels yet either!
I'll assume he's not done by your "I'll finish him soon" line. That being said, either paint some noticeable asymmetry into his face, or unwrap the model again from scratch because the left and right side of his face are almost identical. The empty black space and that strange streak of colors at the bottom of the texture map consists of roughly one third of the texture space, making it wasted space. Also, a lot of your UV edges are hugging the black and making your seams very obvious.
When you get around to showing us your next update, post the UVs and a wireframe too.
Hope this helps.:)
http://www.megaupload.com/?d=VAFHV757
http://www.megaupload.com/?d=VAFHV757
if you need in game image of the model to rip the textures I will send you
I really like the killzone universe and i had fun to create some inspired model from it but i still have some thought about trying to have the same cold colour (like the game) or stay on the color i painted.
...
I saw in some portfolio a texturing head (from Paul Greveson) so i decide to try to make a head to train my skill.
Red Handed Gamer - tahnks for c&c, the model is made by Ilja Japhir Kocken, and I used his SDK on gameartisans site to test my texturing skills, wasn't texturing for a long time ...
Here's a link if you wona look at model and UVWs
http://www.gameartisans.org/forums/showthread.php?t=1321
Arakihc - you rock at LP art ! Keep it up :thumbup:
C&C are wlcome ...
@ Mercury : good but the hair in the front looks strange, no ?
mercury: I think your model would benefit of a littlebit more "stylized" hair. something more... rough ... extensive (sorry for my bad english. I don`t know the proper word) would fit better to the style of the face. let`s say a littebit comiclike instead of every single hair painted.
But no offence - if you want to go for a more realistic style then go ahead ;-)
Japhir - Thanks, very very unique nose, hahaha , thanks for great model to test my texturing skills !
Freidenker - I'll work on it !
344 tris (wheels could lose the inside faces which would bring it right down now I think about it), 512x256 texture with an alpha map.
Still working on the texture and general uv clear up, had to do some brutal butchering at one point to get polycount down
will update once texture is finished with some proper beauty renders
accidently posted this in the WAYWO? thread :P
Really tempted now to model my RS2000 mk6, it's mostly the same model, just different bumpers and spoiler and losing the wide arches heh... better not tell the gf though, she'll want her modified mondeo (contour over in the US) modelled too hehe
my suggestions:
below 200 tris would be very possible I think