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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You'l get full credit of course. PM if you're interested
@Eld: that weapon is so nice, I like it a lot.
Some great looking stuff in this thread, havent been here in a while, but i like the updates
150-250 per weapon
simple diffuse map material
any ogre exporter will work for static objects and weapons. I have used the Max Runic exporter and the Ofusion community edition Max7,8,9 exporter.
that's awesome eld - just bought torch and was intertsted in the modding -
from your experience, starting from scratch how long did it take you to get it done?
i.e. (skippign the sword creation) just importing the custom content..
oh and what vers. of max did you use ( i assume you used max 2009, but i've got 2008 )
the ogre exporter for blender will export the mesh, compile it, copy the texture/s it uses to the same folder in my torchlight mod folder.
in torchlight you just open the unit editor, clone a similar weapon for simplicity, and change what mesh it points to, and after that its just weaponstats.
or you could just do it with notepad.
with static stuff like weapons and such, there shouldn't be any problem with using any ogre exporter I believe, even the ones for older max.
depends on the engine. Papervision (web based 3d) freaks out when you have intersecting polygons
You don't really have to worry about tags, either. (like in Quake 3) Torchlight uses the origin point on a weapon model for attaching it to the characters. As long as you make sure the weapon's origin is in its handle, the exporter takes care of the rest.
I've only experimented with Torchlight modding a little so far, but it seems pretty easy. The game was designed with extensive modding in mind, and all of the modding tools are freely available from the Torchlight website.
Only thing i can read readily read is: "Count Dooku Style Lightsaber" but the email address disappears into a long line of unintelligible letters and the your name on the side is also unintelligible - as it's facing vertically and the two tone effect.
You're better off using a sans-serif font, and keep the fonts 1 colour. Multiple colours on a single word makes it hard to read as well.
A good read for anyone that is insecure or never took the time to care about it is this:
http://psd.tutsplus.com/articles/techniques/a-20-minute-intro-to-typography-basics/
It should definitely help the ones that need to do presentations (like such mock ups) portfolios and other form of Image / Information layouts.
The name of this project is about as original as it gets, so please bare me.. :poly142:
I'll probably make a small interactive animation of this later on. Please do give c&c, I'd especially like to know how to improve the uvw-mapping here. And other aspects aswell.
ALSO, I baked the AO map but I just noticed that I've been a bit careless with photoshopping it since as you can see it very well from the legs, there are some nasty edge bleeding.
While this isn't the best I've ever done here is an example of squaring up my shells:
Learning projection painting is handy to overcome the fact that the shells are less intuitive to paint on once you begin stretching them this way. I use ZBrush to projection paint (using ZApplink).
Hmm interesting. I've always tried to layout my uvw's so that the texture wouldn't stretch too much (by using the default checker-texture as a reference), but in your method, wouldn't the stretching be.. very obvious? :shifty: But I do get the idea of this, since when you are dealing with lower-res textures you need all the space you can get for your textures. And by "squaring up the boundaries" you mean that only the outer edges should be squarized like that?
Gotta try this. Thanks!
Wouldn´t that stretch your textures pretty badly at the edges or mirrored parts, making the uvspace you won with that technique mostly useless?
Especially with a lowpoly model where you see stretching instantly due to the pixelation.
Here´s how I do it:
So straightening edges on lowpoly stuff is, to a certain degree very usefull as far as I know.
IE sucks, it plays GIFs so slowly >:( Prefer Mozilla!
Side view:
Perspective view:
Since the last post I've reworked the texture to look more like Torchlight. If it's good or bad, I dunno :P In the sideview-animation it looks like the front leg jumps a bit but I think it's a glitch of some sort, since it doesn't look like that in Max(?).
[ edit ]
PSX-like-mockup: [ clixor ]
You mean only the stinger-part of the tail, or the whole tail?
- BoBo
Can easily be done with Adobe AIR :poly124:
What he said that is my exact process...
projection painting works well to counteract pixel smearage..
If it helps, these are screwed in safari too. Firefox appears to be a little more forgiving.
i took your gif into flash to trace over the arc.. the is a break in speed and the arc that is doing this.
frame 12 and 13, the key frame of the extreme fwd position has weak ease, so the leg jumps fwd and then jumps right back. the back legs have stronger arcs
it's possible that in Max you see motion at 60fps? and the curves are fine, but when rendered your eye looses those frames?
also most quadrupeds drive the front legs with the back legs. this scorpion is reverse, just FYI.
What do you mean they drive their frontlegs? Like the movement starts from the rear legs?
this should explain all
note image C,D,E
the back leg lifts, moves fwd and right before it plants the front leg is lifted
scorpions have 4 pairs of walking legs and you can break it into 2 quadrupeds...but just grabbing from 2 pair reference this gives you an idea of what i mean.
Where did you find the reference pic btw?
google "muybridge" + "walk cycle"
and found this reference
http://blogs.discovermagazine.com/loom/category/life-in-motion/
anyway, here it is - C&C welcome.
I'm still learning texturing and game modeling so go easy on me lol
Anyhow, if you like I could host your Unity project at my server because I'd so like to see that beast in action Maybe I'll improve my BoomTrux to match up with your quality so one day we may see them competing
@syklonis man I love your texturing style :O
I agree on the metal too! I wasn't ever happy with it not popping enough myself Here are some quick color changes, first the original, next to it a more darker metal and less saturated wood, and the last one is the wood completely old and grayed.
I'm gonna call this one done after a few more color tweaks