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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Saw this thread and got inspired to do a low poly character, hopefully I'll get to it soon. In the meantime I'll post the only AI I have made that fits the poly limit.
I made this mesh about 4 years ago for Thief II. Due to the archaic method of animating AI used in Thief and the lack of ability to make new creature types I modified the spider joint planes. As it was such a pain I started and quit on this project many times over the years making a little progress each time.
Finally this spring I decided to just finish it, got the joints working so I decided to texture it at long last.
He's 468 polys without wings, 494 with (one sided wings), and 520 with 2 sided wings (over the limit eh?).each texture is 256x256, 5 variations.
Anyway he's actually created in Thief without wings, the wings are an object attachment with joints of their own, when he gets alerted he turns em on thru custom scripting.
Enough chit chat, on to the pics.
in game shot
texture
Let's turn on your 'constructive critique'-mode with new members, shall we?
And by "we" i mean "you".
Was I supposed to take offense?
If you would have overlaid the uv's you would have more space to add detail to it (and to other parts).
If you meant to keep it like this it wouldve been cooler if both sides of the beetle had some variation
Baddcog dont mind him..sweet work,the texture could have a bit more crispness... but not maybe a tad too highpoly for a bug ? gonna have a go at other type of workss ? check mgs 3 bugs and animals, a great source of inspiration.
Best option probably would've been to mirror his sides and use the other half of tex for the wings to have their own skin instaed of just using what was there.
probably a little wasteful on polys too. I added the spikes on legs last minute, that's 54 polys right there. Didn't want to be too low-poly though since he's about 2x2 feet, Big bug.
I've been meaning to start on some kind of troll, just a fun lowpol thing, just busy rigging and animating a steambot for Darkmod at the moment.
Can't stop laughing... good times.
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Old stuff but never pimped...
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I can see why!
although, would be a good project to re-visit!
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i like it
Alright.. not finished yet.. but the goal of myself was to see if you guys recognize him. So.. Tell me, who is it ?
The texturing is still a work in progress (the hair, pants, hands, and shoes haven't even really been touched), but I'd love some opinions on the geometry layout and overall style of the thing, including his face.
I realized after I'd posted that I'd put up the high-res texture version; however, particularly in the face, the loss of resolution doesn't affect things too much. The part that suffers most seems to be the buttons on the coat.
For the sake of comparison, here's that same model/texture, only with the 256 map:
I know as far as a retro thing it's wrong, but I like it that way.
The low res one just looks like a pixelated low res old school model. Not that that's a bad thing, I just think that the low pol/ high res thing is cool.
Bag of gold, 96 tris, 128x256 map (+ alpha)
But again I learnt something and next time I'm not going to make the same mistake again
Thanks for comment!
Alright.. not finished yet.. but the goal of myself was to see if you guys recognize him. So.. Tell me, who is it ?
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I think you may have got the sweater very, very wrong
Calliope: Interesting idea to make a 3D version of the Ace Attorney, but I think you need to work some more on nailing his likeness. His jaw and chin should be stronger and more angular. Take a look at some refs, they're all over the place.
Anyway, Boris just got himself a girlfriend:
And for those who appreciate lowpoly boobs, here's the topless version. I kind of like it better since Boris doesn't wear that much either.
Those are really cool Arkus
Here's mine. The polycount is 498 if you don't count the double-sided faces. Hope you like it.
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That's wicked, i love how much character you managed to put into him, the texture, anatomy style and poses are just ace.
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First character on Silo
zdead design inspiration
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That's a really cool style you have going there mate.
436 tris & 128x128 map (+alpha)
Need to rig it some day :]
Only thing that bugs me about that one is that the pumpkin head has a very similar pattern as the hay stuffing and thus doesn't read very clearly as a pumpkin. Otherwise it's really cool.
Calliope: Interesting idea to make a 3D version of the Ace Attorney, but I think you need to work some more on nailing his likeness. His jaw and chin should be stronger and more angular. Take a look at some refs, they're all over the place.
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You know, you're absolutely right, and I don't know how I overlooked that. Too much time spent looking at the same model without fresh eyes, I suspect. Thanks for pointing it out. It was a simple matter to make a few tweaks:
Nice model, by the way. I love the illusion of muscle tone and highlights.
Only thing that bugs me about that one is that the pumpkin head has a very similar pattern as the hay stuffing and thus doesn't read very clearly as a pumpkin. Otherwise it's really cool.
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Now as you said that I must agree . I didnt notice it before. Need to give some more love to pumpkin. Thanks.
some low poly, its a ford focus, 150 tris, 512x512 texture and a 128 alpha for the wheel, nice stuff in here guys, that scarecrow looks very nice
thanks for the comments, I did it for an art test, the brief was hand painted at 512, then reduced to 128,
Of course, It didnt help that I picked a car with lots of stickers on it though
Nice job
(3dsmax and photoshop)
mikebart:
looks great mike, but yeah i think a 128x128 texture makes more sense for such a lowpoly car.
mikebart; I echo the call for fixing the lower texture res, but other than that, it's a nice model.
@Ironhalk; It was fun to make, I went and got a cheap die-cast model of the car to work from which really helped alot.
Mike, at those sizes the logos are pretty much illegible. You could mirror the sides if you can't read the text because people won't really tell its backwards