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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this was too much fun ^^
Puffed up cheeks and geometry on nose!
in auz these drop-bears normally maul their prey if the fall doesn't kill the victim initially.....
heh.
I like my wala gentle and mild
And also he likes to eat marshmellows?
@achillesian Well that definatelly looks like a house now That green still bothers me, it kinda pops out of the overall look.. Maybe tone it down a bit..?
The skin needs a lot more value contrast. Don't be afraid to throw down some dark values in the shadows to get that contrast started. Here's a sloppy paintover (skintones are pretty bland still and a bit harsh in some spots), but hopefully this'll help you see you can punch it up quite a bit still. Grabbing some reference of head planes helps place blocks of value, too.
I think it's something that will help your other character too. It'll help place them in space; give them volume and presence.
From a distance (where the characters will generally be viewed from) the clothes look okay, but could use a bit of fine tuning. I don't really want to simplify things too much though, I admit, since I like having lots of folds, etc.
Either way, I'll work on it!
Any better?
Check out this tut: http://www.alanmecham.com/max_smoothGroups_MiniTut.pdf
Well the shadows I was talking are normal in any 3d application, but they tend to look pretty bad on low poly models. That is why one should turn up the self illumination of the used material so that shadows wouldn't show on the surface of the material. You just need to open up the material editor, select the material you wish to use and turn up the Self Illumination -property.
You CAN modify the geometry after the mapping process without messing up the whole uvw-mapping. You can for example move the vertices around and rotate polys or whatever, however you are NOT allowed to ADD any new geometry to the model. THAT will cause the uvw-mapping to go bananas.
However, if you changes are drastic you may need to adjust the uvw-mapping a bit to fix any stretching, but that is why you should learn to use the Relax-tool (if using 3ds max).
That could have a 64x64 texture ^^
248 polygons and a 1024x1024 diffuse and normal, but both can be downscaled to 512x512 without any really big impact.
And here some stuff that only has a 128x128 diffuse, meant for a completely different project than what I posted above. You can see the poly count in the pictures themselves.
In Maya, smoothing groups are done through the menu at the top. Select the edges you want to smooth and then go to 'Normals > Harden Edge' or "Normals > Soften Edge', depending on what you want to do.
For self illumination, select the material you want and in the Attribute Editor turn up the 'Ambient Color' value. I usually turn it all the way up and then in the menu just above the viewport choose 'Shading > Flat Shade All' and 'Lighting > Use No Lights'. Mind you, that's only if you want the texture to be totally flat (like if you want to paint in the shadows rather than light them). If you do it this way, the smoothing groups don't matter.
vertex: 33
tex: 64x64
vertex: 25
tex: 64x64
Same goes for you, Lionx_Dagger.
We always show the tri-count, but isn't the vertex count what really needs to be considered for games?
The number of verts (including the duplicated ones that happen from hardened edge normals, uv seams, and different materials) should be what matter, right?
because blender don't show triangles, or idk where its write
i have only faces with idk if its the same
well as u see my texture is smaller then that but thx for info
Clumsy? Hell yeah.
I understand your argument, but adding additional vertices while not increasing the actual face count would really just increase the amount memory usage, since all formats that I know of store all vertex/face normal information, so the calculations for texture/lighting interpolation should not change. I am not an expert in this area so if anyone is and I am wrong please correct me on this.
The shapes a bit different, but the spiral theme's stil lthere
i could have shrunk the textures to 64x64, but i didn't
Finished with this for now...
Presentation
Textures
Wires
Specs;
987 tris total (699 tris exterior, 288 tris interior)
512x256 diffuse map only
90% hand painted
I admit that is super nice, but this thread is for ~500 triangle models and you are double that limit...
Gotcha. Thanks for pointing it out!. I just meant to keep a 128x128 texture, but I will change it to a 128x64 texture in a bit!. I just wanted to keep it into a squared texture.
Oh, here is another object I did. It's basically the oil drum I posted above, but even lower poly and lower texture.
on the other hand it's an exterior and an interior that should count seperate - right? (assuming this is for a racing game it's gonna render either of these not both at the same point anyhow)...
looks cool but not sure if you could lose that middle edge loop - don't see it contributing to the silouette.
I'm going to take a wild guess here and say that it is for mirroring purposes.
Good point!
Smoothing groups is his response to the hard edges you have. In maya you want to smooth your normals by softening your edge loops. Go into edge mode > select all edges > SHIFT RC > soften edges.
I've never heard of self illumination. BUT, it would look much cleaner if you used ambient occlusion on your model. Just applying the texture with no light map information can make it look like "poo". haha
I'm guessing the bricks that go under the rims are another 12 tris each?
whats going on with the cap there? 4 x 10 sided quads = unhappy game engine
wip, 272 tris with mouth interior and teeth. Somewhat influenced by Brink
holy n-gons batman
Mr Machette: while it's good practice to get rid of ngons, I don't know of a great deal of engines that would care (they'd just triangulate on ex-/import), and on a planar face the triangulation will hardly fuck up the smoothing.
Not to say it's not good practice, but I do get tired of the whining everytime someone spots an n-gon.
I usually try to keep all quads and triangles, but either way, when you export, you usually convert it to mesh first or else the game engine itself will convert it to triangles anyway, so I don't see the problem.
And as I was saying first, just because they don't show up, it doesn't mean they are not there. If you see the polycount in the pic, it says 68 polygons. That's actual triangles and that's the data that shows up in the 3dsmax viewport info display, so it was actually counting the non-visible triangles.
That doesn't mean I usually go around leaving n-gons. In fact I barely do that, but for a plain surface like this, any non-defined triangle won't break the mesh either way, so I don't see what's the deal. Any of my other models don't have n-gons as far as I know, and those WOULD in-deed have issues if any n-gons were left around, because the triangulation could mess up with the actual shape of the object.
(of course, if I'm going to import it in any other software like ZBrush and stuff like that, I keep it all squares and triangles just where needed)
EDIT -
Happy now? :P
EDIT 2 - This doesn't mean I don't appreciate the critics, obviously. Thanks for pointing it out either way and I hope I can get comments on more content from now on too!
ps, mik- people can only respond to what you post so if it looks like the edge flow's not been worked out, thats what it looks like. I would take this as a lesson in presentation, rather than edge flow
... and is that an antenna sticking out of her head?
Thanks! Yep that's what it be! One of her well known characteristics, her tracking antenna, long fingers, pale skin and sunken eyes. Definitely a chick you don't want to mess with. One of my favorite least known Star Wars characters, I'm glad she's finally gotten some well deserved attention in the Clone Wars series.
As far as the hands, I had a hard time trying to translate her long fingers yet keep it low poly too. I may go back and change them but I think I'm going to try a texture on them first and see how it works. I decided to make the other hand a fist to save on the triangle count and enable her to hold some sort of weapon.
I definitely see what you are saying about her chest.
I didn't even think to post a little ref of her, so here are a few shots.