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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Mines, bubbles, exhaust underwatery turbulent shit coming from the engines (official terminology), sealife, torpedos, scene FX.
Looks killer, btw.
I sincerely agree. I love stylistically simple 3D graphics.
And that sub really does look detailed for the polycount and texture size, it being essentially a 128.
I was considering doing some FX stuff, for example some oceanspray stuff to go on quadstrips for water evacuating from the holes in the sides, but for that id like to design it so it could be scrolled in a game engine to appear to be actually spilling out. Torps are on my list... Mines maybe, but theyd be nicer i think on a 32x32 or somthing
I got frightened off when a friend made a mega sick current gen baked one
but maybe i should... if i can find where i saved it. Reformatted since then
Many thanks Neox, much appreciated!
updatez
I'll give it a shot, I should be able to save at least 40 tri's by doing that which will as you say, allow for some better curves on the body.
Thanks again.
You could get the same level of detail into a 250 - 300 tri model. There are 2 huge poly waste areas.
1. Arms and legs, 6 sided? Cut that to 4 sided
2. Hair, damn dude I could probably recreate your model using just the hair tri count, get that cleaned up and use alpha maps, if you must have both the inside and outside modeled then simply model the outside, clone it just inside and flip the inner UVs then delete the unseen tris.
When working on this low poly stuff you have to think in tris, not quads. This poly range is an art all its own with its own set of rules.
Heres a rather quick paintover that should help give you the idea with the limbs.
Low poly most definitely is a whole challenge in itself with regard to extreme optimization, it's totally new to me but I'm enjoying the challenge.
I'll work on this model a bit I think taking yours and JMiles comments into consideration and see if I can improve it.
Thanks again
Haha theyd be maybe 2 pixels tall on the texture
I'd just kill the inside and the extra loop on the hair leaving a shell. After doing that you'll be swimming in tri's to use for all those other good suggestions.
I've just built one of those as well although mine is an RC model- cracking job sir!
Actual iPhone screen res mock up:
The player model is currently under 500 polies with sword, and the texture atm up top is a 256x256 but the final will be 128x128. I'm keeping it at 128x128 as there will be close up camera points of the player so it makes more sense, but don't need to go higher. The eyes are seperate planes and a little higher resolution to pop more.
Racer, aweeesomee!! :poly115:
http://www.cgtextures.com/texview.php?id=8705&PHPSESSID=3d84e6d7de3ab9c0c661a4bf5076fd9b
Cool plane Harry, 256 map?
Jalechah - Try pushing the shadows a little more to give the character more volume. Cool poses!
Well then I guess I did Those textures were made last year so I best go back over them and do them again eh?
I'm calling the pirate done so it doesn't get too busy on a small screen/resolution. 480x320 pixels isn't a lot to work with anyway, and this is the biggest I imagine the model showing up on screen for special camera sections:
Now onto the level textures...
Like I said previously if you read, the textures were painted at higher resolution. The smaller pics on the right are final res. 128x128 for the main player isn't too high res at all when hes seen up close in cinematics and what not. This is for iPhone not GameBoy Colour...
critiques on technique, style, w/e... Overall i like it, could be a bit more painterly and nice, but at the distance its seen at, it doesnt need much more detail.
I didn't. The above pic has the ingame 128x128 on, the image to the right. The left is more of a beauty render. No reason to get annoyed.
as for crits, only thing I'd suggest is darkening the handguard on the sword, as it blends in a bit with the hand skintone
the head and the neck could been made larger on the unwrap so you can use 128x128 maps with same quality, make the body smaller on the unwrap
also, post hidden line picture (applying an empty material) and tris count (polys and tris isnt same thing and most iphone/psp/ds objects are limited to 500 tris)