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
Here's a wip:
No disproportionate stomach anymore xD
@ZacD & @mrmmaclean Maybe I'll edit the face a bit along with some other minor things, and tone down the trippyness
Thanks for the crits!
Chibi kid finished. Maybe i'll add more stuff later
[ edit ]
I went and fixed few things. For example I noticed that the model had only ONE spinal bone so no wonder it was a bit stiff xP So now the shoulder area should move a bit smoother. I also made a minor "fix" to his stoned eyes, and I think it DID make a difference but I'm not sure if others can see it aswell..?
Don't mind about the infobox, it's for my DA ID...
@OzMa: I really like it! Though I have to say it's not really the hair that makes the "kid" look like an old man but rather the bushy eyebrows and slightly sleepy looking eyes in combination with the hair. I actually like the bluish hair color!
here are some crits to keep in mind
1) chest is a Huge mass. relative to the hips the chest would stay more still in comparison to the counter balance rotation in the hips.
2) human run/walk is the art of falling and catching oneself
your characters posture seems to be too upright, is that intentional? i only say that bc if you want to break traditions you can (warning obnoxious clip lol)
[ame]http://www.youtube.com/watch?v=GNfA5fXvTM8[/ame]
as you can see Ed has a totally awesome run lol
@Zoid Ah counter balance, I did read about it from idleworm yet forgot to implement it here (apart from few little things, like the platform etc) :P Quess I was going for something that pleased my own eye in the first place, because to me the movement looks kinda harmonic now.
And I'm not sure if the upright motion is 100% intentional, if at all.. "Everything that happened here, happened for random reasons" xP I'm not in total control of my animations - YET -, so things tend to happen w/o asking me first :P
Thanks for pointing that out!
@brandoom Thanks :-)
Yes maybe the eyes look a bit sleepy and gives him a "tired look". Well i'll fix it later and I will use this base mesh to make variations for other characters.
Thanks for the advice!
Thanks for the comment!
{edit}
@itismario Where I'd cut some polys:
» If I counted correctly, your characters limbs have ~8 sides, when you could do fine with just 4. And that would spare you ALOT of polys.
» Main body area has lots of stuff to cut off. For instance the loop that goes vertically from the armpit: cut it off! It doesn't do much at all to the profile.
» The loop that goes vertically right in the middle of the boob: it's usefull to define breasts, but the part of the loop that continues down from the breast is useless since it doesn't give that much shape to the tummy.
» That upward fold at the end of the leg is useless, and you could do fine by just texturing it
» Same goes with the gorget (I tried to look a proper word from dictionary but that's the best result I got and it still sounds wrong lol), it's totally useless and best to do with texture
» There's at least 6 polys in each shoe that could be cut away
» There's a vertical loop around the neck = OFF!
» There's probably many more loops to cut off, but here's just a few to get started
And about the facial area: I'd like to see the wire for the face a bit closer because now it's kinda hard to see what's going on there. The texture makes her look like a beaten prostitute, so yeah, it's not probably too flattering (UNLESS that's what you're going for) And I think it's the black color you've used, it makes her look like she had bags under her eyes and kinda ragged anyways. Try making her look like more happy, add some more color to tone the skin. And that dark area on his chin.. ugh.
Hope you find some of this helpful.
{ 2nd edit }
We should seriously start a "Low Poly -me" thread :-D
Your character is cool too. I'm loving that style.
@itismario: I think that the orientation of the uvs from the face are incorrectly and that cause to deform the eyes and the lips. You should try that color correction that 9skulls suggest
- The layout of the texture wastes so much free space that you can put everything in a 256x128 one without noticeable detail loss... 256x256 is really big and if the space is fully and well used, you will get great detail. Reorder everything!
- Is it really necessary to have the full head texture? It really wastes space... Create only half head and then mirror it on the 3D model. If you want to add wounds (like the one on the forehead), it could be better to add them separately, using a simple rectangular poly over her and texture transparency.
- You should add some extra edges on the elbows and on the knees in order to get a decent bending of the arms and legs. Usually extra edges are placed on the external side of the joint. A single row of edges will bend the body horrendously, compressing it!
- Low Poly models have unfiltered texture maps. It does mean that the texture on the 3D model will look pixelated (but, in my opinion, better). Try to disable the Filter Maps option before rendring!
- The hand texture is... Ehm... It's not adeguate with the rest.
- The head shape could be improved, and you may add about 4 polygons just to enhance the lips and the shape around eyebrows, eyes and upper part of the nose.
I think one of the best examples to study are the Low-Poly models of Team Fortress 2, you can download them directly from the creator's site!
@9Skulls: I like a lot your models! :O The last one is really well done!
my suggestion is to employ some pixel art techniques to increase the crispiness without needing to size the texture up. It's an invaluable skill to all low-res artists
» Now there's a 5-sided ngon just under the breasts, and from what I've heard, polygons should NEVER have more than 4 sides Either triangulate it or rework the topology a bit
» HEAD: Why does it look like that your character's nose has more than 3 tri's? I think her nose would look just fine with a pyramid shape.
» HEAD: This might not work, but from here it'd look that the 2 vertical loops surrounding the ear could be welded together, also from the neck part.
» And I just noticed that her neck might be just 1px too tall :P
Thanks, I think i'll take another pass at the texture and try to make it more interesting.
Here's my ninja!
@OzMa Model's pretty nice, but the texture looks a bit bland.
i recently did a zoey too (but ran out of steam at the hands) which might be handy reference. she came in at *looks* 556 triangles.
i could post some ortho wires if you care?
and a turnaround to see what silhouette does:
https://dl.dropboxusercontent.com/u/448525/keep/Polycount/zoey007.mov
You should definately add a few polies to the head, but not so much to define the shape of the lips as that's a rather small detail. the pointy chin is something that will show much more, maybe add some earplanes too?
Her bum is really pointy, but by the looks of the wireframe you seem to have a loop there so you can easily round it out.
try to grab some screenshots from ingame and look at her curves, she looks quite boxy now (really straight arms, square chest) and here's s picture too http://www.ocgungame.net/skins/images/screenshots/zoey.jpg
her neck is really thin and long, and the collar should be more slanted.
lastly the pose looks rather stiff.
keep at it though, at least you got unto the texturing stage!
I told my guys to get to work on building that tower but they just keep goofing off
that was the quaded version =P i did a lot of triangulation to get the best shapes.
but i went back just now and cleaned her up + finished the hands.
also, if i were you, i'd just texture in the pant fold, quickly saves you a couple dozen of polies, and hardly gives any work unwrapping...
turntable: http://dl.dropbox.com/u/448525/3d/L4Dzoey_676-notex.mov
now exactly 600 polies, and 38 per gun. (yes thats over 500 but just say the average is about 230 per model and not ask questions)
This thread is more for small items and advice on polycount reduction techniques. Your model is moving more toward a mid range player model and would probably now be better serviced by it's own thread.
Or flying the nest, one might say.
But at the moment...
wip:
About 650 right now. I could get it down to 550 if I went with 4-sided arms and legs, but I like the addtional volume the extra sides give.
neosorcerer: omg that is simply adorable.
9skulls: that looks awesome. Love the crazy walkcycle.
@loTekk
Nice work!
ANON REQUESTS WIRES!