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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I decided to make a model of the lead singer of Valient Thorr, Valient Himself.
I would like to bring the model under 500 tri's but I am having difficulties furthur optimizing the mesh, and like I mentioned above I am not very experienced in character modeling.
The extruded poly's mid arm were going to represent a cuffed long sleeve shirt, but I might remove them and make him shitless. Aside from his denim armor* that is. (*vest)
Comments/Critiques extremely welcomed!
explain what o_O
Ivars's last post: http://boards.polycount.net/showpost.php?p=1101625&postcount=4025
Edit: BTW Ivars, love the skin, nice imperfections without looking speckly. The boobshadow, mouth and mayhaps eyes are a bit cartoony though.
A little tribute to Piet Mondrian and the De Stijl art movement in general.
552 Tris
Seriously - this looks very very much like 2d stuff. sure you postet this in the right thread?
336 tris atm
WIP, spent 30 mins on this, I have no idea how to model wrapping cloth, I know that people just texture the cloth thats on the handles, but I still dont have any great examples to learn from. any help? i really wanna use this to practice some hand painted textures.
I think you could save quite a bunch of polies by collapsing some things, I also think that the indents on the poles are overkill. Best to clean up some and add some things like barrels and whatnot. What's the setting? It looks like a farmhouse.
Here's some ideas for dropping polygons:
-merge vertices to corners
-get rid of faces you'll never see. things like under the roof, and top/bottom faces of the pillars etc.
-not everything needs to be modeled. you did that with the metal ridge around the roof, but i applied it to the pillars and farm door as well.
just the farmhouse+roof without the added stuff like vents and trash came to 91 polies/166 tris, so it definitely helps.
And some ideas for livening up the world:
-crates and barrels often work, but try to make them work with the environment, and not just randomly dump a bunch somewhere (in this case the crates are supporting the water barrel)
-used machinery (could cost too much polies though, maybe as a separate model?)
-small plants and things
-wires, tubes, etc
-maybe some roughed up parts, both in the model and in the texture (for example repaired roofing plate or the bent pillar)
-look at reference for more stuff, a barn would have stuff like fences and farm tools etc.
hehe i understood that but not what to explain, nude lowpolies is not really something anyone should have to explain xD
You're spending too many tris on small details like the nose etc. Start nailing the major forms first. On low poly models as this, what matters most is the silhouette, the rest of details can be done via texture. And also your model doesn't look very good for animating either.
Check http://www.tomtallian.com/ and download his tf2 models. Great reference!
Wow thanks for the tips Snader!
Here are a few more from the batch I've done over the past week. An actual farm house and portable SAM turret. And a fence.
Good/Bad/Terrible? Any critique would be helpful fellas/ladies!
Place some variation in the vertical posts. Sinking in to the ground, small height variation. As for the texture, scuffing up the wood would look nice (if it doesn't come out too pixelated), some general wear
490 tris, 512x128px - 12 colour diffuse map
I only had a spare couple hours and rushed it a bit, may revisit it later, but it was fun!
595 tris / 256 Diffuse
Rapante: Nice model . Nice to see ME fans here too.
Time for a new one. Not the best in the series, but it will have to do :
LOVE IT !!
awesome, just plain awesome
429 tris for the dude and 170 for the gun.
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Hello everyone i was just noodling around :poly124:
That grid on the main chassis looks really distracting.
presentation note: Not sure what you've done to that main image of him but it looks terrible!
The unfiltered pixels are all blurry, and look at the gap between the model and the outline.. did you resize him up, wand select him then apply stroke?
Not really ever posted her before but thought I would get amongst it. Great work all around, I am happy to see there is still a lot of love for low poly art.
This is a little guy I am working on to kill some time before I head off on holiday with the mrs for a few months. I hope I get it done before we go, but if I don't it really does not matter.
is it ok to post WIPs here?
Just started his texture but with no real goal in mind it might take a while. Feedback and crits always welcome.
Keep up the great work everyone, soooo much kick asss stuff on this thread.
The UV layout could be more extreme compressed, you are wasting about 25%-30% of the texture space in the UV.
Madpixel did once a Megaman as well but with a more pixel art approach:
his used texture:
Maybe stretch and line up stuff more so that you use space of your texture.
creationtwentytwo - I think your megaman is pretty good actually. The main problem is the lack of UV space assigned to the face. I'm rubbish at UVing at the moment, my stuff has far more wasted space than yours
In fact I'd like some professional advice on how I should have gone about arranging my maps.
Rooster- I know, my presentation suuuucks, I just rushed it together hoping the grey halo effect on the main shot of MM would be less noticeable and then when I saw it at full size on here I was like 'ohhh that looks bad'.
Renderhjs/Rumblesushi-
Thanks for the comments. I agree I coulda used UV space a whole lot more efficiently but it's something I need to work on. I think to be honest, the lack of experience with it, and the usual desire to get through the UV'ing part of asset creation as quickly as possible I guess I just rush it a bit. While I'm getting better at utilizing more space, I still need to learn how to effectively tweak shells to create a better overall packing etc.
That Megaman by MadPixel is awesome too, he does some amazing stuff.
Thanks again.
Duncan - LOVE your progress on that character, the deformed style looks great, looking forward to seeing it progress.
a quick model done w/in the evening
And someone tell me just what the fuck im gunna do with all this left over space. God i'm an idiot.
Cut the sub in half and adjust the UVs?
I'm not sure if anyone is familiar with the anime/manga 'Kemeko DX', if you are... 'MARVELOUS'... if not, I recommend it, very funny series!
480 Tris
Ref:
tweaked my normandy texture again, 9skull correctly pointed out the hull "grid" was a bit too prominent, so I toned it down (though I don't bother to post the screenshot another time, updated the one in my previous post )
will probably do some more mass effect stuff sooner or later
How do you guys go about texturing low poly in terms of downscaling etc, let's say you were aiming for a 128x128 map, would you paint it at 128 or downsize it from 256/512 etc.. Sounds like a dumb question but I have no idea!
One thing I did notice when attempting to paint directly at like 128 was that the UV template makes it difficult to paint clearly due to the AA when zoomed in. This lead me to believe that downscaling was a better idea but I'm not sure.
Tips are much appreciated!
Thanks
Harry - That sub is sick. With the extra space make a squid so they can battle!
jmiles - That's a sweet mage.
Sit party continues. Here is a chair I pooped out after playing torchlight for too long. It was on sale over the weekend for 5$ on steam that's a steal! Anyways I pulled the concept from runic's web page.