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
Character WIP, texture coming soon:
Few things that I'll be updating: feet, chest (to more slim) and hands.
no criticism
9Skulls - awesome concept, looking forward to updates!
To display double sided polygons in Unity you need to disable backface culling. I don't think it can be done globally, but you can use a shader on the models that need it.
Here's one I've been using Add a shader to your assets (file name and location is not important), double-click to edit it, replace its contents with the above and save.
In your model's material there should be a Shader dropdown - choose cullOff from the list. Your model will now display with no culling and no shading.
238 vertex
and 475 faces
BTW what software are you using? And what texture size did you use?
I'm using blender, well and texture size is pretty big 2048x2048
edit: finished version
Anyhow, here's my update for the texture:
Sorry for the picture size... If you find it too annoying, I'll resize it :x
I tried yet again something-something-something-wow-like with the paint style. I don't even know why because I don't like the whole game at all, but I guess the style is compeling... :P
Rigging and animation next.
+ C&C
Lionx_Dagger: You might want to check for the anatomy of that wolf again... The Shoulders are way to high and the way you exaggerated the arms and leggs doesn't work with your polyflow (or whatever you call it). Did you work from concept/reference?
(and sorry for the "double" post, I could've just edited the previous msg >_>)
Do you mean like making the actual eye geometry so that is rises out a a bit (instead of being flat surface) OR, to move the eyes lower and make the lower part of the eye connect with the edge of the cavity that surrounds the eye?
HAHAHA win!
Only 366 poly for the whole scene. I'm having an awful time getting a shader to work correctly though. Problems with the alpha as you can see, and I can't get a normal plain jane shader to work correctly. Maya > Max for shaders, but even in maya I get weird flickering polys.
Looks nice What kind of palm tree are you trying to do? Most the trees I found from google had slimmer but longer leaves, and the green color could also have some variance..?
I'm not familiar with that fancy shader stuff but why not trying rendering the scene? :poly122:
Heh, the palm trees are just a generalized idea of what a palm tree should look like :P I will play around with the shapes and texture a little more though.
I would try render it out, but i can't get a normal shader to work with the alpha and the current shader im using doesn't render.
Have been looking at this post for long time. Now it's my turn to jump in :>
This is my first under 500 tris model. :poly141: I hope this isn't last one.
484 tris
Cya guys l8r.
Also what is your texture size here? You might want to disable AA and texture filtering to achieve worse results
At first I was going for somethin realistic, but I noticed that my painting skills is not so good as I though :poly136:
I know there is still stuff to do, but I don't know if I'm gonna get back to this project
Textures are 256x256 px
here are the diffuse and opacity maps
http://img18.imageshack.us/img18/4605/texturealpha.png
And thanks for the link! I changed things and it looks more oldschool_gamish now. :thumbup:
For some reason this character reminds me of Syphon Filter, dunno why.. :O
wow, this looks really nice!
its looking really cool now. but for me, in terms of cg- there are only diffused lighting.
i mean, try to make that metal more metallic- by drawing some metal shine specular on it, also reflections from imaginated environment(without specular/glosiness control, it looks more like marble or so). and maybe some highlights on the wood too.
not my gif and character
but from it i make this hope u all like it
254 vertex
made a lowpoly today
Here's my little creature, Creeper!
Main inspiration was Salad Fingers... only my Creeper enjoys a nice Orange Popsicle as opposed to a rusty spoon
Cheers!
256X256 56X56
Devi:
306 vertex
Calabi, been a long time since i`ve seen that movie. kinda makes me want to see it now
Cowmasterstudios: great, he reminded me of saladfingers right away
lionx_dagger: the model looks good but i would suggest trying to work on the diffuse first without any spec or so. also try to make the colors a bit less saturated
More here: http://boards.polycount.net/showthread.php?t=69429
syklonis, cool chest
Did some more work on the car: 886 tris with interior, just under 500 without. Starting the texture soon, this could be fun...
I think you have some room in the texture to add a flat plane that is alpha-ed so that it looks like some of the liquid? is dripping out. Would really look like he just sat in it.
The head was a lot harder. I managed to get the shape of the body down fine, but noses are just evil when I can't use my normal edge loops. I ended up just throwing verts at it until I could get the shape.