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
E: removed! :poly122:
whether or not you mean this, these are the kinds of non-constructive comments that put off people on the cusp of becoming artists.
500 tris, 128x128 diffuse.
256 x 256 texture
Head based off the Fallen Overseer from Diablo 3
AWESOME
backfaceculled cupe + attach
my new avatar makes me feel like a prick everytime
this is another one of my favorites from this thread
barrel wip
what you've created is a barrel full of weak spots that will fall apart very quickly
Don't try to help if someone doesn't ask for it.
Adorable texture tallbarret
o_O
hmm?
You can't just throw around "artistic license" or "stylistic" as an excuse for your art to not make any sense.
If you want to go for a hand painted look, more power to you, but a barrel would never look like that. Sorry.
The problem is, noone else but him would recognise it as a barrel. That's the crit that needs saying.
There are certain conventions, and one of them is that a working barrel (intended originally for liquids but later used for almost everything) is radial and water-tight. What he has there is a bulging crate, not a barrel, just like my hypothetical situation above has a werewolf with scaly hands, not a dragon.
moving on to fixing the texture right?
This is my first post here. I came across this thread and got really excited! I've only done 3D for tv and film, and currently being without employment, I thought this would be a fun challenge. I used maya with 3D paint for most of the texturing, and touch ups in photoshop.
Please give critique, I want to get better!
Thanks
It's one of Sloughter's SDK, fat clown, but I'm making him a fat knight :poly142:
Heres a low poly chair if anyones interested. Its in 3ds format.
http://www.skinhat.com/lowpoly/chair.zip
well rather then try to give you all the pointers ill just give you some work to inspire you in a direction i think that you will enjoy
Kennth Fejer does a fantastic job at capturing that 8bit feel in 3d low poly
http://www.kennethfejer.com/lowpoly.html
note the edge quality, limited palette, and rendering style.
just keep making them, like bounchfx says. only way to get better!
Thanks for all the advice and reference guys I'll take another pass at the texturing.
Any critiques are more than welcome.
(the game specs are 150-250 for weapons and 128/256 textures)
-edit-
Figured I'd try my hand at some armor now. Runic released Max 9 files and exporters so it's pretty easy to add new armor. This isn't properly smoothed and only a grey planar map applied to test in game. Drop model is fine but I get a CTD when I pick it up
started over, i dont like the rivets so far.
floor wall texture from boxart.co.uk
good job I do suggest adding in more tones and highlights (I beleive rhinokey posted a good wood painted blend tutorial in his thread go check it out!)
GREAT PROGRESS!
Good job listening to everyone bro
@achillesian
I like the wood but the metal doesn´t look like metal.
I found the greatest avatar ever
@achillesian: better but it has distorted and rotated pixels I think it would be better if you'd align the UV edges on their U or V axis.
I think it could also use some subtle gradients to make it look richer it looks very drafty and rough right now.
I decided to go with baked ao on a surface shader. I tried a toon line on it too, but that cranks up the polys.
I think it looks a lot better. Thanks for the feedback:D
Here is my baby elephant:
http://www.davidbradbury.us/permalink/DavidBradbury_BabyElephant.gif
Edit: I removed the image as the thread seems to be trying to stick to being under 500 tris, not polys. Link is there if ya like to look at it.
188 Polys
same with teh palm, leaft that segmentation and use maybe 5 or 6 sided circle for the trunk and it still looks good and fits the tread
I still have much to learn. I'm always a tad nervous working with tris, as I always seem to distort things when that happens. Quads treat my brain nicer for some reason (Even though they are just two tri's :P). I'm pretty sure the palm tree fits in with the thread as even when triangulated it is under 500 tris. Thanks for the advice
bingo , just start with what you know, 500 triangles just means 250 quads
just start taking out some loops, fusing edges
condense feet rings to 4 instead of 6(merge the front 2 and back 2 edge loops)
drop trunk ring to 3 (point facing away from head)
body could probably be 8 sided at most.
ears can be accomplished with a single double sided polygon on each side, use alpha rather than model just like the tree leaves, tail too