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
Hope this makes sense.
tda - good work. like the style
Awesome work! I would love to see the texture flats as well.
Love your work by the way
i went the hard way, anim8or > milkshape3d > maya PLE > 3ds max and damn, improvement every round.
Ah, heres the link
http://www.wings3d.com/
wanted to start getting my feet wet with a little bit of lowpoly enviro stuff, so I did up a stone wall (haven't done the end caps, though)
diffuse and spec, 90 tris (the shot is 3 or 4 wall segments lined up)
edit: old image removed
most current here
To my eye it could do with a tad more contrast though - just a few more pixels of black-ish in the really dark shadow cracks, and some brighter pixels for some nice highlight picking out here and there...
edit updated later post.
I think the colours could be pushed a bit more. Made this quick edit.
Also I think the first segment on his back (the "hawk") should be fully bright and not have the dark edges on the top. Looks a bit odd. And you could have a bit more highlight running down the sides of the back.
The middle of the back where the texture mirrors could be cleaned a little as well.
Keep it up.
so i like this more. final version. put the feet more block then paw.
(lol always the final 5% polishing takes most of the time)
YES! but first i need a job,
step 2) ?
step 3) profit
Edit, other ideas ill just make a thread sometime
220tris only vertex colors no texture.
New project. More coming soon
Just a little fun, filling a gap between some proper projects.
3 cookies to the person who guess's what game he's from. (forehead might give it away)
Piccys:
459 tris:
Thanks
Blender says i have 232 faces - am i correct in assuming that is the same as 232 quads / poly's if i modelled using quads?
So i made a knife, too much red ^^; would love some crits, hard to make this one look interesting.
i see well i think 256 is the better choice, i guess it doesnt really fit into the lowpolyness of this thread though, it do fit the requirements, but it has the same specs as a prop it's size in a now gen game, but good job
r4ptur3:
Thanks man always nice to get some positive feedback, but it can always be made to look better in some way, wire pic below.
ScoobyDoofus:
Hi there Scooby thanks for the crit, it's what i have been sitting with most of the time on this piece, feels like it would look better if i tone down the black, but ah when i do the change it doesnt :P, well ill do some more testing.
jmiles:
Thanks tried adding some sort of color to the metal, though i never got it to look good, well ill probably get there somehow. as for scratches and rust, one problem with this is that the texture very easily gets messy, so i think ill keep this one quite clean. but good crits
Could probably have cleaned up this one a bit more,
Select all the poly's, CTRL+T, then look up at the top right for the triangle count
a bad ass girlsgame :cool: jeahhh!
the characters have a trianglecount of 300
and a 64x64 texture with 16 colores.
i hate texturing a 64x64. its sooo boring after the first 10 chars.
but hey, the next project is in line ... 30 character, also nintendo ds :poly124:
also done by me...
but now for sure with a better texturing technic!!!
sorry for the german discription
and my excellent harvard english :poly129:
Thank you for that, says i have 469 tri's, but that is because my box has an inside as it will open for what i intend.
no antialiasing and save for web crap...
thats no portfolio presentation, soo i think its ok this time :P