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
Quite nice overall, but have you considered trying something different with the windows? Right now they really break the illusion, and just don't look as good as the rest. Your tires also look more like those on bikes, as if they have spokes. I realise it's very difficult to get them to be round with your uv-layout, but I do believe the diamond-shapes aspect to them is also making it look stranger.
In addition to those two points, how about some more pronounced lighting, and some highlighting to bring out the shapes? The lack of highlights is making the paintjob seem very diffuse, whereas carpaint is very shiny.
located in the rar will be:
orthographic views
rigged model
texture
screengrabs
obj
downlad the model:
http://rapidshare.com/files/329723923/Po_character.rar
220 tris.
Is it recognisable?
Dammit, no!:poly127:
Its supposed to be a unicorn(origami) from the film Blade Runner.
I think you've picked out a problem though, the necks to long. Cheers.
Thanks!!
There are plenty of verts that don't contribute to silhouette at all (smoothing really isn't an issue at these specs, there will likely be minimal lighting on that), as well as detail that I imagine wouldn't be visible at all if you'd display this on lower screen-resolutions.
Basel: same thing. Nice textures, especially that familiar dutch colour-scheme, but does that second bevel really contribute to the model at all? See if you can't use that budget to add side-mirrors or something!
hmmm maybe im just wierd but i saw a unicorn when i first looked at it :shifty: maybe it was the one horn on the head, but yeah the neck is to long, try making a real origami unicorn then model it. you can probly find instructions online.
To me it looked like a lama first, because i didn´t see the horn:poly142:
kidding, really fun idea.
Thanks for the help.
Needs tweaking still. Celeste, from Mirror's Edge (the blonde runner). 492 tris
I think I'm quite satisfied with the model by now. Texture is still WIP, but I'm trying to achieve something similar seen in Doom 3 lol. If you ppl have any good ideas about what kind of texture would look cool on it, please share your ideas And c&c's are welcome of course!
[ edit ]
And yes I know what you're thinking: I could've chopped off some tris from the tires, but I really wanted them to look that chubby :P And the flags + flagpoles could've been just planes with alphamask etc.
Those flags should be confederate, lol.
Please explain more, didn't quite understand what you mean by that.. :poly122:
For instance, what about the loop that goes from the front to the back? There are a few places there where you could shave off a few tris, where they're on a planar face! Same thing on the sides, you could eliminate large parts of that loop with no visible effect at all. This isn't a sub-d model, hehe.
The vert in the middle of the tires isn't contributing either, unless you'd uv that part to tile around, ofcourse.
The shape is really cool, though! Have you considered exxagerating things a little bit? For instance, warping the shape of the body to be less symmetrical, and moving/rotating the tires around a little bit to create a more interesting silhouette?
edit:
http://www.adl.org/hate_symbols/racist_confederate_flag.asp
going along with pea's suggestion of giving the shape that extra bit of charm/personality, I'd totally suggest cambering the tires (tilt the base of the tires away from the chassis). The whole thing's already exagerrated, might as well go the whole nine yards with it
sorry ... but i had to
Finished the texture, changed the tires so that that they bulge inside a bit and are also rotated slightly. Chassis was also made a little bit more fatty :P
If you like you can drive around with it here [demo].
Personally I like the Micromachines V3 -vibe :poly142:
VROAAMMMM. This is a very very fun way to show off the model, I assume it's pretty easy to set something like that up in unity?
And maybe make the tires less blue/greenish.
Yeah it's super easy, you should give it a try! It does need some scripting but that ain't too hard
Just duplicate it and invert it so there's 2 planes there with opposite normals.
I've got a model that's been laying around for a bit that was for a prototype DS game that didn't take off. This would be my first work I've made that wasn't just for fun or learning . I think the polycount was 138.
It may be a bit confusing at the beginning, but once you get to know Unity it'll be easy as hell to operate it And yes, it's a cool way to show off your 3d-models. Gives a way better view to your models than bare screenshots.
Man it looks good and clean Those dark outlines distract me a bit though, maybe use some lighter color..?
Btw, the directional controls seem flipped when reversing
Do you have any documentation on the import process / model specs?
i'm working on a weapon myself
350 tris & textures will be 128x128 4bit.
c & c welcome.
will try and get the UV's sorted this afternoon, and maybe get a start on texturing :P