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
500 tris. or even 300 tris. is really a lot, often a tricky texture job can give you so much more details as just triangles alone.
What matters is the base contour not the details on the surface (i.e holes, concave shapes)- you can always fake those into the texture- if you aim for a low count.
I'm in 2 minds about going lower but I thought I'd see how it would look with some of the changes you've reccomended- I still want to capture as much of the essence of the real car as I can, and when I was getting the detail right down, I felt that it was losing it, despite trying to make every vert work hard- also being around these cars a lot in real life has made me want to keep in as many details as I'm a massive fan of the Ford RS marque which is probably blinding me a bit
I've got it down to 259 tris, kept the front wing vents purely because they are one of the noticable features of the car, and do affect the silhouette if you're looking down on it, i.e. in a lot of racing games when the camera is above and behind
Anyways, here's another screen grab, still not had chance to finish off the texture but at least it's optimised a bit more
54 tris
Tis azula from avatar.
344 tris, though i had it down at 250 tris at one point. 2 64x64 textures.
Yeah, the test was everything from modelling to rigging to animating.
..and here he is guarding my old ty! He stands around 4 inches tall.
Poop: Looking great! Very crisp & colorful.
poopinmymouth, those are hot
Muzz, cool model! The animation seems a little odd to me though, almost like she's skipping. The model actually kind of reminds me of Mulan
Love these, and that azula muzz!
Pretty much great work all around and inspiring.
Good question xD. I'll change some things on the model since im not happy at all with the texture and I'll change the legs.
Also there is a hueg ngon on the eyes.
If only I could get the texture problem solved.
Update.
she has one of the most characteristic looks ive ever seen, and she pointed out i hardly ever model females. Put two and two together...
Wait, wtf is Poop doing here!? I thought you were dead! Cool shit as always man.
Not gonna lie, this owns. I'd possibly work in some alpha on her hair bits, but I'm loving the specular color you used for her hair.
I really like the highlights on your little ships too Ben, nice to see some more work from you (3d that is, he he).
Having some trouble getting the alpha channel to work in the perspective window... Alpha channels are my kryptonite.
and thanks for compliments folks
with regard to alpha, the mesh isnt really ideal for doing that, I had a think about it but kind of felt like it would (at such a low resolution) screw up the super perfect glossy straight jet black look
BeatKintano: His head looks a tad big.
Im new and this is my LPGA
A other character for training. I try to add more detail on the texture (more like the previous ones).
He lacks a spaceship to travel in the deep deep infinite space.
@ BeatKitano - Great character - how did you achieve the cool rim-light effect?
@ Harry - Very polished stuff, proportions and topology are excellent.
WIP for the Low Poly Challenge - don't think I could get away with the car being a character, so am going to shave off a lot of detail and make it a background prop , might make the wheels sheets and then have space for wing-mirrors.
Mesh in progress :
UV/Texture
I hope to get all the base work done tomorrow and the tweaking finished the day after.
I was trying to go for a dusky kind of warmth with the bottom render. I added some cobwebs and a layer of dust but I don't think they come through too well.
Tell me what you think!
I also think it looked nicer fullbright, vert lighting looks a bit iffy in this curcumstance. just darken the sides of objects in the texture and itll read ok
edit:
PS, johhny 6, looks like a massive texture for that rez model.. why do the lights need to be unique texture? (I'd aim for a 256 for that rez myself)