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
Thanks ! Can you go more into detail about "sharper texture" ? Right now i am using a 256x256 texture (which might be scaled down to 128x128 ingame ). Some details are 1 pixel. This is a screengrab without filtering so you can get a better idea . Do you have any technique to make it look sharper ?
dv8ix: From my experience i can tell you it's best to work to a resolution as close as possible to the final ingame one. You won't spend time on details that won't be visible in the final version and there's nothing better than having control over each and every one pixel you put in there.
Harry: Looking very nice. If there's something i would add to what the other people already pointed out, would be that the nose looks a bit too bright.
slow work cause im doing... other stuff <_<
Particularly from Tennis and Sama Van. There was also one character posted, a kind of blond haired guy from someone who usually does high poly work, which was also excellent, one of the best low poly models I've seen.
...you just couldnt give her pants could you.
This is my very first model and I would love to hear your critique and suggestions.
See yall around.
I mean you can always critique the torso and head
I actually agree with you Thegodzero. I'll look into that. Thnx
990 tris
Anyway, let's try to get this back on track. Needs texturessssss
[img]http://i24.photobucket.com/albums/c44/deadxiii/LowMid Poly/torchsiders_wip07.jpg[/img]
I've seen what Mario looks like in wireframe in Mario 64, it's not dissimilar to yours, but seemed to have quite a bit less polys. Possibly closer to 500. I was very surprised how low poly the hat was actually.
I'll be interested to see it textured.
@HandSandwich: Looks Great! Nice shapes and great stuff for the poly usage. (I wants to texture them. )
Great thread, as always I love to look around and see the low poly game art.
Also your uvw-mapping needs a bit more work aswell, because now you have plenty of unused space there. There are also some parts you could've just mirrored, like half of the face and half of the pants. Also the shoes look so similar that they should've been mirrored.
Hmm why does it look like that you've actually modelled his "suspenders" and the upper part of his pants? There are quite a few parts where you could weld a vertice or two.
Just two little gaps with 4 triangles to make it look like the overall is seperate from the shirt in the profile.
Here´s a wip:
Also:
TRIANGLES EVERYWHERE
'tache?
Done and done.
SDK!
Afraid not...It´s generic spacebabe´s hot ass. :poly142:
@Hawken
I´ll try to paint it into the diffuse.
If that doesn´t work I´ll make some planes like with the eyebrows.
@HandSandwich
Nice.
I disagree with Hawken. You have to bear in mind post people are posting models around the 500 tri mark. This is under a hundred, with a bike and a rider It would would be perfect for an opponent vehicle, or perhaps a certain LOD.
The only thing I would say is unless it was intended as a certain LOD model, it would probably benefit from at least a 128 by 128 texture.
HandSandwich- Nice weapon! Gotta love the Torchsiders logo you put there. Thanks for posting the SDK, I might try texturing as well
Slaught - That spacebabe is looking awesome.
Here's a low poly vehicle I've been working on. Right now it's at 1,026 tris with a 256 map on the exterior, 64 map for the tires, and 128 map on the interior.
@illadam
Looks nice!
Care to post some wires?
that is a woman? It looks a lot like a man wearing panties imo. The chest looks like pectorals ala bodybuilders/athletes instead of being breasts, the shoulders are super wide, neck is super huge. Maybe its a transvestite?
I think it deserved to be mentioned again :P
Slaught: That mesh is looking hawt!
PhattyEwok: speCter has some good points. The chest needs to be bulked up a widened a bit from the front to support that massive arms. Probably want to redo the crotch and rethink the face. The crotch can use some spacing in between the legs and the geo on the face is being wasted atm ie the eyesocket.
Yeah the whole panties on what looked like a guy with a fro is what left me with a very ambiguous feeling as to what she? was. The idea of a chick wearing a night shirt and panties would normally mean you would see a very hour glass/feminine figure. Much like the one yoyomon reposted, only with a shirt.
It's 951 tris atm but I will add some more for the watersplashfx for the waterfalls.
You can also see some of the surrounding environment, but it's all WIP.
slaught: Nice ass!
Thanks!
Yeah I know, it's something I'll revisit and change. I wanted a "dense" feel but instead I got "messy" feel.:poly127:
That aside, I really like the mill model. Very charming.:thumbup:
Super inspiring environment, looks fun keep it up!
Ruz - Nice princess. I do agree with swamp bug there is something going on with that chest.
Here's a motorbike that I've been working on. It's at 1072 tris atm and I'd like to cut it down to under 1k. Let me know if you spot anything that could help. And what do you guys think would be a good texture size for this if it was for an iphone maybe psp game. I was thinking a 256 map or maybe two?
first of all, the tires. I see they are divided and smoothed in 3 parts, but I think it's better to divide them in two parts (or make them completely flat if needed). I would also change pipes and tube shapes: instead of making them 4-sided, you may switch to 3-sided for the thinner parts. Last, you may delete the middle edge-loop of the saddle, I think you won't even notice the difference.
A 256*256 texture will be big enough. Maybe a 256*128 would work too!