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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robotsz!
omg!
moar plz :thumbup:
This one is a low-poly self portrait that weighs in at around 556tris and 256sq texture.
It's more for fun than serious stuff, but I'd love crits either good or bad, the more feedback, the better!
Little piece I recently done for iPhone.
ez_jamin >> I really like that one! ^_^
lol yeah, I never use script for that -__-
This is based on a model created by a guy new to modeling on the Torchlight mod forums. His original was over 700 tris. I went through the unwrap and some modeling techniques in order to teach him l33t tr1kz. However, I think this texture is pretty fail, because I made it so tiny. The details are garbled and the spikes have an errant grey pixel and should be randomly rotated a bit. SUCCESS! Reminds me of Hexen II. Now it just needs swirling smoke particle effects. Oh well, hopefully I taught him something. [/spaz]
@jmiles: yeah, mostly I hope I convinced him putting a bit more effort than hitting LCSM is worth it or whatever.
modeled in maya, unwrapped in unfold3d, base texture in zbrush, more texture work in painter 9. More of an expiriment, especially with rigging and weight painting. Also just a fun style to try. My first real addition to the low poly thread. Plan to animate this
edit:
This one is a test character I created for a NDS Homebrew about Parkour, that is the player. I think I'm going to model a new one, with a little more detail on the head, more mass, some better dressing (maybe a jacket?) and flat hands (that are anyway really good). I'm not very happy with this one!
Is there any other way to uv really lowpoly stuff?
intended for torchlight once the editor comes out.
You could give it crazy character like "sword of Adam" lol maybe not big ole mustache but you get the idea
EDIT: Those ones are two animated characters for a NDS game. Ultra-low poly, designed for massive use! The final shading will not be flat. I think that scaling the Bat texture to 64x64 would be good, just for visibility improvement: they are never seen close to te camera, so they're not detailed.
Images removed due to copyright issues.
fail @ turnaround constant speedsz
Mr_Drayton: da ape is not fullbright... but looks cool though.. maybe alpha the feet too?
El Z0rR : nice1 btw.. I like the turnaround speed change..
Shame Max doesn't have a native animated .gif export, that'd rock balls.
tell me about it, this things doesnt animate right for shit, it doesnt help that i have no idea how to rig. I'm thinking of re-rigging it with the arms as seperate objects, so they dont twist the geo and shit when they move.
494 poly's, 256x256 texture map! Considering a D1 themed Torchlight mod heh
fun w/ Optimus.. bought the TF: ROTF (actually seeing it for the first time a few days ago) and got inspired... i mean to fix up a pedestal for him tomorrow and make more formal layout sheets
Wow nice! Love the style - looks like a Warhammer figure (I guess helped a lot by the round pedestal and the painterly textures )
Look forward to more.
jmiles: whats the texture size? looks cool so far will it fold? :P
here's the sheets.. all diffuses.. 256 for the body, 128 for the head, 256 for the blaster rifle, 256x128 for the energon axe, and 64 for the glow...
i wanted to try to get the whole body in on one sheet.. but then i thought it might be more important to get his head detailed enuf to see his eyes.. so the density might be a little off for his head compared to his body.. but i guess, for this situation, i thought it would be smart.. i'm really happy w/ the rest of the mats.. if anybody has any crits, by all means.. crit away..
thanks for the good comments nonetheless all.. peace
optimus = 479 tris
blaster = 399 tris
energon axe = 274 tris
the only crit I see, Ur getting slight bleed in the "ear" And axe. Those transparent edges, make sure ur uvs don't touch beyond 50% of the edge pixels and/or check that any filtering on the texture is off both in the vieport and the texture node
Got any crits?
Anywho, I'm really stuck on shaders at the moment. 3DS Max always seems to blur the low res textures in the viewport with the shaders I've found, instead of keeping them crisp like in most of the examples here. Basically just want to find out what kind of techniques are you guys using to render your shots??