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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I did that one, but then they mailed me back "you don't have the experience to be a lead", which, given that I was going for a junior or intermediate position seemed quite likely. So I emailed then to tell them they'd mixed something up, and they never got back to me. Gruuuudge.
hoagie looks great but i agree there is no need for alpha in this one ( or ever really )
warby, nice!
Also, have any crits or suggestions regarding them at all?
I think running the sharpen filter of your choice would complete that texture!
Those robots look great Warby, pure machinarium style. The chef is also my favorite.
Each of these are ~250 tris each.
Each has 128x128 diffuse & spec (50% resolution when in-game)
Textures- http://dl.dropbox.com/u/1352739/war/trophy_flats.jpg
Awesome props, and cheers for the flats, too!
Anyway back giving the DS puppy one last try, want the texture to look more interesting, tried out alot of different methods for fur, but it usually just ends up looking noisy, so would love some ideas for the texture. also if anyone experienced have any ideas for the bone structure that would be great , thanks.
really nice jonas !
awesome stuff xenobond !
Don't hate on me for this but I liked it better before. The fur has a weird look to it on this iteration
sloppy paintover:
I really love this thing, lotta character coming through
thanks for the feedback, know what u mean, as the first version only had simple gradient color, its easier to make look ok but it kinda looked like it had a 64x64 texture on it instead of it's true 128x128. I'm really understanding you on the weird fur and i know there should be a way to fix it without just making it simple color ^^; hopefully.
LoTeKK:
Thanks for the paintover been trying some more comic looks to it without any great results, but also the true reason for this one is to make it look kinda like the nintendogs, so i dont wanna go all cartoony on it. but i might try something more like that later,
btw LoTeKK was checking out ur portfolio, noticed i have looked at it before, great stuff. but it seems to be broken, can't get to any other pieces the the first one. I'm guessing you already know though.
It's based off a drawing I made for a Creature of the Week thread at the ConceptArt boards.
The drawing itself is this one:
http://mik2121.com/wp-content/uploads/2009/10/mooninkdriller.png
Now you'll notice that the legs on the back should connect to the main body instead of the "tail", but I didn't think about this until after doing the UVW Unwrapping and most of the texture drawing, and I didn't have time enough to go back to re-unwrapping and redrawing everything again.
I will remake the UVW and redraw the texture later tonight or tomorrow, I don't wanna leave it like this!.
great work sama!
You can also view it in my flash model viewer where you can spin it around and view the wires if you're into that kind of thing.
too bad you forgot to add the sdk file!! ;D
I'm still working on the texture (especially on the face), I want to improve it somehow. Anyway I think she came out quite good. Comments are welcome!
PS: if nude pics are not admitted, please report it, of course.
this is wicked!
ok bit late but hey..
Sama.van: Great work as always. I love that classic old school style you have.
Here is a character I busted out in about 2 days. It's Rafael Nadal the famous tennis player.
Google Images of Rafael Nadal for those of you who don't know him: http://images.google.com/images?hl=en&source=hp&q=rafael+nadal&gbv=2&aq=f&oq=&aqi=g10
Texture filtering ON, Full color table:
Texture filtering OFF, 256 color table:
certainly looks many times better with tex filtering off.
but on a handheld screen the filtered version ought to look just right
I can't tell if some remarks are sarcastic or not, lol, but I do find that some people prefer with texture filtering on, and others prefer texture filtering off, which is why I showed both.
I actually was asked to make him have less contrast, and I addressed certain issues while I was at it.
Also note: I did this model and texture rather quickly so I'm not sure its fair to dismiss it because a small row of grey pixels
Regardless I do appreciate the crit, because I didn't notice this before.
Anyways, here is a comparison incase you guys are interested:
Oh and this is the 256 color table version, with texture filtering ON