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
Dude, what the hell, man?
because i feel responsible for my black chick and i really dont get this watermelon, kfc thingy i ask you now: what is this supposed to mean? is it a racist thing or what?
and btw.. i cant see these fruits anymore.. please stop and post some nice models ..plleeaze!
Progress on the sword - welded the verts as per hotkills suggestion, and did a little cleaning of duped faces from mirroring. Now a reasonable 296 tris.
Trying to make some waves around the base of the platform..
vladino - looking good!
johnnysix - cool stuff. it might be nice to paint in some more lighting information to help define the shapes/planes. hope you dont mind i did a quick paintover http://dl.dropbox.com/u/1427110/j6paintover.jpg
poli : 492
tris : 701
@vladino looks awesome
low poly (wow spec) shopkeeper or something wip.
Any suggestions on hand topo, or topo in general, fingers in wow only have 3 sides, i went with 4, i think it looks okay....
386 tri btw
Vladino, really nice work!
Vladino, really nice work!
Love that hand drawn look.
EDIT: I just forgot, did I post them before?
TV set and box, still to be textured.
114 triangles.
Just noticed now that the flaps aren't a consistent length, will fix it.
Gonna kinda call this done, took HntrLuc's suggestion to add more shadow.
Learned that baking AO doesn't work very well (or at all) if you have UV's that are mirrored/back to front. Bleurghh.
try deleting the mirrored parts and baking using that mesh
Beat me to it!
Also Harry, that texture style owns!
A guy is trying to edit/replace the models in the PSX version of FF7 (PC version has been moddable for ages) so I quickly retextured the orig. buster sword for him..
Oh yeah, I did that, what I mean is, if the UV island insn't facing the right way. I'll make sure next time to flip them , as if the UV is facing the wrong way, even without stacking pieces or anything, it'll render black. Bit annoying really.
The guy who wanted it asked for a 128x128 so I didn't wanna start cutting up pieces or stuff like that. Otherwise I would've done it as a 256x64 - I did some higher res/poly ones for FF7 PC and those were 1024x256.
Also the model is from 96, give the guys at Square a break :P
Something tells me either you miss understood what the guy was after or he really doesn't know what he wants, because if you made everything the same density on the texture, mirrored what was needed, and reduced the polycount to what it should have been, you would have a, say, around 80 polygon mesh WITH HOLES, and a 128x32 maybe texture. hes wasting resources for no reason, so I would have a word with him about if he knows what hes doing :P
I agree with Racer, I guess that he only made the texture.
In his first post he also States its a Retexture.
I think it looks great. The holes are obviously neccesary, although it would have been painful for them to use that many tris in '96 :P
Great texture. Got a link to that guy's project? Sounds like a cool effort.
Lay off.
EDIT: Also something tells me its not the original mesh... Its far too high detail. Remember FFVII didn't even use textures for 99% of the assets, so how could it be the original mesh? It looks more like the edited version that PC users have been using a while now (Where they replaced the world models with the battle ones so everything matched). What sounds more plausable is that this is a new version of a remodel. I highly, highly doubt Square would have wasted so many tris on a game where even the player models were only a hundred or so tops with no texture...
Actually, it's partially wasteful BECAUSE they had no textures - if you want a golden tip for the handle part for instance you need to have an extra edgeloop there because otherwise it won't look right with vertex colours
It IS the original model, unless Square used different models for PS1 than PC, which I doubt. Anyways, it's just something quick and dirty so the guy has something to test with, if I'd do actual assets for his project I'd obviously optimize it as much as possible so the PS1 can handle it
A compass kinda thingy for a Virtual Battlestation 2 project I'm working on. 512x512 d/s/n, 362 tris
made this during downtime to celebrate the great weather we have been having in england. suuuuuuuuuuuuuunshiiiiiiine
Please please pleeeeease optimize your texture space. All of the sun's spikes could be UV mapped to the same singular area of texture space.
It's disgustingly cute though.:)
You could probably make each ray its own triangle and save some polys. Just made the shader 2 sided. That would save a lot of UV space as well.
I did a remake of it, I hope you don't mind:
edit: while it could be a little neater, I more or less wanted to show you, Cactus, what can be done with such a cute design and also very little resources!
this character was a fast running, high jumping digital scarecrow character for a game prototype, created in unity.
the main goal was, to keep things low, so we could have several enemies at once on screen. the chin had a separate bone, so the mouth could be opened and be used for very simple dialogues. in another version, we used one bone per eye to change the shape of the triangle, to allow some basic expressions. (worked surprisingly well)
and this is my first post on these boards, so hello to everyone :-)
i keep looking and they look like 95% the same, its weird haha
oh and i also plan on doing some other happy stuff.
i made a happy cloud but i really want to know what you think i can do to optermize the UV. if i have it below 256 then it blurs the pixels for some reason. i really really want to work on optermization of UV because of my wasteful nature and i know how much i need to work on it.
As far as the blurring goes, I don't know what modeling suite you're using but you probably have to turn off texture filtering in your viewport, and I know in Maya you can view the texture unfiltered in the UV editor too, which is nice. There's a thread somewhere here that has instructions on how to do that but I can't seem to find it! (anyone???)
It took just a few seconds to do this and this isn't even the best it could be. With some smarter work and control tris you could get this down to 64x64 with no detail loss.