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
197 ver
579 tri
tex 128x64
These are my first models ever. Did them in blender.
(Had to actually do this twice, as the first time I had just about finished the modelling, accidentally tripped my power filter, and learned my save, and its autobacks were corrupt)
Argh, now I notice... Where is the chain? :O
I need crit please, obviously a wip
polycount: under 300 tris
texture: 256x256
Hope you like it and any c&c welcome. In this one i tried to apply some tips i received with the first one.
I must say though very nice texture work
I dunno about that, didn't someone rip off a bunch of texture areas from one of Bobo's models a while ago? Some snake like thing that was all unwrapped like normal?
I really like the texturing on the face so far.
As for the watermark, like i said in my first post, this character along with the others that will follow, will be used in a commercial project, so call me paranoid but the watermark will stay :P . I was witness to some theft at some companies i worked for, and i must confess you never take it too serious until you experience it first hand.
On the other hand, i think this discussion is degenerating, we should stay on topic, that is low poly art.
@ Japhir: I didn't think too much on that subject, i just tried to make something that looks cool . It should look self-knitted because he is part of a community that is not too technologically advanced. As for the custom pieces, i might do another pass on all the characters once they are all finished. Right now i didn't put too much effort into that because of time constraints. It's a bit tricky to get it right because the uvs are in mirror.
so here it is ... texture in progress but its a pain - i underestimated the amount of details i have to apply. :-(
crits and comments welcome!
drelectro - That's sweet I'm looking forward to seeing it textured.
Here is some progress on the motorbike texture. I'm happy with where it is at now and I'll prolly just knock out a small scene for it.
and illadam, great rendition of a bike, def make a scene to show it off.
on a side note, I guess the polycount stripper will be brought up every 5 lowpoly pages?
good !
Nice bike, I think the only improvement you could make would be to remap the front green bars on the frame so they are straight on the uvmap. Would get rid of the pixelation running all the way down it. Would really smooth it out and clean it up alot.
The back of the frame has a little of that going on too, but it's less noticeable. Just really stands out because the rest of the tex is so clean.
Well, the spokes have a bit of that too, but would be impossible to map those straight without alot of polys. Maybe making them silver/grey would look better, not too many spokes are black and it just makes them too strong and thick. generally I think spokes are better unseen or under done than overdone.
Baddcog - I toned down the spokes to more of a grey-ish with a hint of some reds.
Thanks for the Crits guys! I'll post up the scene soon.
I'll post a demo later of the model in action.
can we get a pole dancer mini comp in here?
Started character today.
And here's a concpet
illadam - Thanks, Once i finish all the chars i hope to have time to polish them. We'll use them for an iPhone game, the kind that you shoot everything that moves, a combination of metal slug and resistance retribution.
Here's the third one.
Specs:
polycount: 354 tris
texture: 256x256
As always, all c&c welcome .
Keep up the excellent work.
Dont feel the muscles are too refined, i like the shape of the detls on the back of the arm. you may want to play a bit with making some of the shapes pop, while others rest under the flesh. If this guy was to appear 1/4 the size he is now he'd read well (with a bit more contrast i think), but still works atm!
digit!
illadam & empeck: Nice bikes!
Here's the updated texture for my stripper... still haven't addressed those texture seems yet.
And here's the SDK including nude texture if anyone wants to play : Stripper SDK :P (Skinning is not perfect)
WARNING FULL FRONTAL NUDITY!
Texture:
Heres my crappy concept.
and the model.
Comments and crits are more than welcome.