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
Texture sizes are rather extravagant, considering. 256^2 each for the head and body. UVs are pretty messy at the moment, too (honestly, I just wanted to get to painting )
bit more:
@LoTekK - He's looking pretty badass, coming along nicely.
@OzMa - Love the Spirit, great little character. I'd lose or lessen the noisy background though, takes away from the character.
On to my post..
This is the pretty much the first organic model I've ever worked on, so I was a little intimidated at the start. It's at 540 tris atm, not sure if I could get it much lower without losing the silhouette - but let me know if you have any ideas.
I'm thinking a pretty small Diffuse, and maybe Spec... 256*256 if I can get away with it. He'd be pretty small in game, about 1 foot long and moving pretty quick, so you wouldn't be looking at him in close. Also not extremely worried about stretching when animated for the same reason.
Any thoughts?
Did you think of making the legs 3 sided rather than 4? You might be able to make the outside of each leg flat (without the middle seam, I mean), especially if it's going to be small and fast in-game.
[edited for poor spelling]
Yeah, I tried that - it saves a few polys. For some reason I just couldn't stand how flat the legs ended up looking, even though I know it will never been seen - I'm weird like that. :poly142:
Maybe I´ll add a peace some day, too.
Do I get this right? You gave him 6-sided legs to add more volume but the fingers are flat?
Nevertheless I like the style - looks cool so far.:thumbup:
......hypothetically speaking of course
Definitely gonna start working on something the second i get the time! Inspiring work all around!
I've often thought this myself.
Maybe I'll rename this and re-do the rules. Thanks.
Like for example interstellar marines' bullseye.
Would that just go in P&P?
I know it is/was over the limit, but i figured the model was relevant enough to warrant a post here, and it was lower then some of the other models posted her. examples:
itismario's initial zoey - 750 △
sentry gun - 736 △
hunter - 800 △
car - 987△
That said, yeah i will make a thread for this, once i get some more characters done.
I discovered this whole site a few days ago. Been reading this thing since then and got inspired to make something. To tell the truth this is the first model i seriosly textured.
It's got lots of wasted tris and texture space but oh well. I'll learn form these mistakes.
Oh i'ts made in blender btw 8).
Dunno why those black lines are around my gif :shifty:
Oh i tried to make this guy look like the chars in DS Final Fantasy games like neosorcerer's lancers, but i lost the way.
Cheers mates
Any thoughts or tips? I can re-visit the texture. Apart from the hip hip spelling i just noticed dammit.
[ edit ]
And about your presentation: please use a different font since that is way too difficult to read.. I can't really tell if it says "KIP KIP" or "HIP HIP" :P And in the bottom it says "no AA & no filtering", but clearly those shots are filtered and anti-aliased.
But don't get depressed, you've got a nice start here :poly145:
Red guy: 456 tris
Blue guy: 432 tris
Also, how come there are five axe-heads on the map? Could make much more efficient use of that texture space with a little moving around - unless there's going to be a radically different design on either side, you could get away with just one - at least at the detail level you have there.
Inspired by Bbob - thought I'd make some low-poly shermans to make a small scene.
Still deciding on proportions , also for some reason the barrel flew off to the right and is off-centre- this will be fixed.
a : 'Normal' or as best as I can approximate based off the 200px blueprints I dug out.
b : Stretched Vertically
c : Normal size body, larger turret.
I like your tank, i think b looks like a sherman, i remember them being fairly tall.
people have been posting player models over 500 triangles for quite a while now. Time to cut them some slack.
As for the Unity question. I'm actually working on a Unity title, and it's low poly. With Unity, try to keep your counts low, so that it works on the majority of computers, not just high end gaming computers.
C - absolutely! The other ones look plain boring
Finally done.
Aaand construction:
Ah... was a break to do low poly challenge, i;ve spend the last year or two learning next gen... this thread totally inspires ... i can code AS3 and OOP script okay now so i am kinda toying with an idea for a simple game... with papervision perhaps. or UDK (if flash platform is being it's usual half baked self )
Character has no face as there is another character... a robot minesweeper dog who must sweep mines (pacman... meets snake ... kinda) against arty backdrops like the Ban the Bomb tree.... am just at the stage of playing around with the "look" of it.
I thought i can use textures to animate the face in 2d? And make sure he has some expressive and cool animations... he seems to deform nicely with the little bi-ped test. However... i guess i should make the face... i mean... HE LOOKS HALF FINISHED as you say... so i will spend another session on him for sure.
I blag on... hope to post more soon, i lurk too much on polycount. Thanks again my friend
Is it possible to get paint more zing on the metal bits ... + spec, to make it stand out.... not that it need it tho.
I don't know how I missed this before, its pretty cool for your first go Valkrist. I think the proportions need a bit of tweaking because its a little awkward at the moment, like its not quite chibi but still has that large head.
Here's a little something I'm working on for a compo.
500 tris | 256 texture
WARNING: Skin colored pixels!
@ivars Pfft, those are so fake.
knew there was a reason I made this thread
Ha, awesome Ivars!