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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I just thought it would be cool to play games with these kind low poly models . I was wondering is there any of this games out there? I mean not the old ones, but maybe some indie gamedevs are making cool games with extra-lowpoly graphics :>
sorry for my bad english
P.s. arrangemonk. Who is that person in your avatar? I have seen him in other forum member avatars too..:poly102:
all thous are project's of objects to my game with i hope to be able to finish, time will tell
this is project of the first level
tho I'm still working on engine
I'd say just about any 3D nintendo DS game uses stuff like this!
Hmm just how big is your texture's resolution? Looks like it's at least 512? :poly117:
oh maan i love this !
my low poly today
With the hat I was going for a cartoony effect , It does looks better with a overall outline shader.
Going off this concept
This is a sorta-finished scarecrow guy for a project me and a couple friends are working on. For now, hes done and if time-constraints allow, I will come back and dirty up his sack-cloth, etc. Max says that the polys are 149 so im guessing hes around 300 or so tri's? diffuse and bump maps are 1024 because hes actually around player-size in the engine.
Was bored so i did thought i could do a quick lowpoly house and first made a simple concept. The model is 347 tris and took about 10 minuits to do. Will see if i will texture it.
suggestions on the trees/ferns, house and terrain are wip
Expect to see some more frequent posts from me, and I'll try and get some more shots of the progress by tomorrow night. Cheers
@Forgottenhero I'd add some wearing and dirt to that texture because it looks so plain atm. Since you are now using that big textures anyways, why not adding any detail to it? Stiches etc. PS: You know, if you are working on Max you can actually turn on the tri count by clicking the "Perspective" text in the upper left corner of your viewport, then going to "Configure" and "Statistics"-tab. Then check the "Tri-count" checkbox.
@achillesian Wiiiireeeeee....! :P Can you please show that house(?) from different angles aswell 'cause it's hard to figure out right now. To me the fern looks pretty OK, but the trees could use some more shadows in their branches so that the shape would be easier to recognise. Those roots look like they are on top of the ground instead of actually going in to the ground.
final version I think
who's with me?!
i.e. thats amazing
@9Skulls: Yea I was thinking about dirtying up the texture a lot, I just have been looking for the time to do it lol! I've got a bunch of other stuff to complete atm, but don't worry it'll be updated sometime in the future.
this is so sweet.
Here is my twisted tree, with 77 faces/90 tris, for a small openGL game I'm working on. the texture is simple, 256x256, but i could probably shrink that as its really just the same shape repeated
Let me know what you think:poly108:
You should make Flapjack too ^_^
I love that show! =D
Animal Rugby + stuff = Savanna Scrum!!
64 tris
This thread has inspired me to try my hand at low poly modeling. However I am having difficulty getting below the 500 mark. My current is 536. Any helpful tips on getting it below the 500 mark would be appreciated.
well i dont know how to do that, but i'll look into it when i have something a little more presentable, i also have to figure out setting up a 3rd person camera from the angle i want, theres tons of great tutorials though so i think i'll figure it out.
i love unity so much, its like everytime i encounter a problem, 10 minutes of research and its solved...
Xenobond: That thing is adorable.
random, unfinished guy, I'll finish up the texture and fix up his mesh (those legs) tomorrow. 400ish tris, 128x128
Oleg: much appreciated, thanks!
Not to contradict Japhir, but I like putting the loops on the inside of the joints to get a hard angle during movement instead of bendy straw joints. I'm a terrible animator so there could be a way to do it with conventional looping (on the outside of the joint as apposed to the inside), however, this way works best for me. I suppose it's all personal preference =]
woooaah
sweet!
then again, you're probably one of the best lowpoly artist of polycount so i'll shut up now .
Well there's a menu that basically says "export for web", and that's about it :P Then you just need to host it somewhere though.
ander: I love it! I want one of those on my desk... Mind sharing the flats for that?
@JDob Like LoTekK said, you're missing the important bending loops from knees and elbows now when in the other hand you have some unneeded tris in the feet I'd cut one loop from either the hip or the chest.
amsmntparks Dude in a donkey costume, a sombrero and a space rocket. Man I'm dying to know how all these tie up together
JDob: Texel density will depend, but you generally want fairly even coverage. That said, if you're going to give anything extra texture space, most give the head that space. As for stretching, for a small texture, you'll typically want to favor straight uv boundaries over reduced distortion.