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
191 voxels and 7 colors
online demo:
http://www.renderhjs.net/bbs/polycount/voxel/dmo03/
http://www.polycount.com/forum/showthread.php?t=68416
Edit: Perspective as requested:
Reminds me of the lowpoly "Polycount Town" we all made some years ago. Nice stuff
Is this from Kirby?
I need to add a segment to his trunk so I can animate him being pissed and throwing apples.
However, here are a couple of basic models of some beach huts and a ferry.
100 polygon ferry.
12 polygons per beach hut.
They are in this demo - http://rumblesushi.com/beach.html
By the way snader - absolutely superb trees a couple of pages back, and all on a 32 pixel texture, unbelievable
Cheers,
RumbleSushi
The smokestack is given a lot more personality by having a box that is rotated 45 degrees. It now looks more like a cylinder smokestack. The smoke stack and white part are floaters that aren't connecting to anything else. This should be fine with nearly any engine nowadays so it's not like you'd have a problem there.
I also made the bottom of the boat beefier. It's now got some definition in terms of width. It's a wider base, and look at all the room you've got to put a nice texture on it. Yeah you've got less room for upper windows seeing as those planes are tilted now, but you can easily flatten that off to make a huge deck that wraps around or something cool.
Now you've got a better defining point for what is underwater and what isn't, and you've trimmed down a lot of tris (if you really had 100 polygons).
Though I agree with your crits about form and shape, it looks like it's gone through a cookie cutter. But I think most of that can be solved better by rounding out the bow and adding more blocks/levels. Like such:
Texture is crap but I didn't want to spend more than a minute on it. Might make a decent one later.. but doubtful.
snader did a great job at helping
Neo is right, it's 100 triangles. I just say polys, but I'm always talking triangle count, who counts quads or n-gons
And I appreciate your input, but I actually prefer mine.
It's based on a PO Ferry, they are VERY blocky and angular, with very flat sides etc believe it or not.
Check it out - http://www.freefoto.com/images/2026/05/2026_05_1---P-O-Pride-of-Bilbao-Ferry_web.jpg
Good catch for sussing what Ferry it's based on
Nice job too on the mockup, apart from the bow being too long. Impressive that you've got it as low as 102 polys, even with the extra levels and more detailed front.
These models were mostly done by a colleague that I'm teaching modelling to.
Before putting the Ferry in my engine, I knew there was something not quite right about it, but just wanted to finish the demo. Now I see 2 things clearly, one is the lack of curve on the bow, and second - the chimney is the wrong way round, haha
Nobody is forcing you to post here, and those are most definitely not lowpoly.
Did you even read the first post?
Normalmapped things of about 3000 triangles do -not- go here. Your shotgun and crate should go into the WAYWO THREAD instead.
And there's no need to triplepost.
Please do us a favor and go read the FAQ now.
and yeah, again a girlsgame made from only boys ^^
cool team, its fun do work with you guys :thumbup:
cheers!
Here is about 2 hours of work on a low poly thief. Tomorrow I will uv map him:
another shot of the head here: http://grungemedia.com/dkseries/My_Work/ThiefGame/thiefhead.png
nice work!!
are the steps in the gradients painted in or is the texel resolution so low to get the effekt?
ged thank you !
all characters were concepted by our animator jochen volz his inspiration was some famous actors or the actual highsociety...
now we`re all society experts and we know whats going on in hollywood :P
danke rollin...ja pixelscha(r)f is auch schön :P
the base colors for 4-5 character is a 16x16 texture with 256 colors (gradients)
we like that crisp vector style for this project...the backgrounds are very realistic so we had a cool contrast between backgound and the characters.
the eyes and the mouth are 32x32 textures with mostly 16 colors or if it is possible 3 colours (with alpha)
trianglecount was around 500
Sounds cool - is this still lurking around somewhere?
I have some shots of the final town once I put all the entries together, I'll dig them out one day. (been meaning to do some kind of challenge archive)
the 1. one seems bit unfinished though (boots) but cool cloth design
I am struggling a little with the design on the boots at the moment.
update on the dog for an iphonegame:
definatly get rid of the seam or hide it on the back side, its killing it right now, Also to make it more interesting, id say vary the texture on the tower a bit, right now the stone is pretty repedative, switch it up a bit give the base some bigger stones or change the color on some of them also if you have the extra tris why not add some spikes or barricade type fortifications at the base of it...just a thought
old: new:
Still 36 tris and a 64x128 color map.
Wouldn't its tears evaporate or at least it would cry hot, molten plasma?
that looks really cool, good work man
thief here: http://grungemedia.com/dkseries/My_Work/ThiefGame/TheifDone.png
your logic is flawed, the sun has a freaking face!
One-upping gauss in obscurity of weapon choice, here's a low poly SDK Carbine (still WIP). Been meaning to do this up for years, but never got around to it. Anyways, this weapon, as far as I know, never actually saw service. It was commissioned by the German Secret Police Chief specifically for the plot to assassinate Hitler.
Bullpup design, bolt-operated (I still don't understand how you're supposed to work the bolt, given its placement), integral (takedown-able) noise/flash suppressor, custom 9mm subsonic round, modified Luger P08 magazine. Being ridiculously rare, I've found it impossible to find any angles other than side-on, though there are two pics of the weapon broken down into its component pieces, both sides.
(If this ever sees use in an engine/game, it'll be for an X-Com/Jagged Alliance-ish game, so I'm not fussed about how the scope looks close-up).
(Also, I was well into the texturing when I realised I'd forgotten to un-mirror the stock, so the left side of it also has an ejection port and recess for the bolt handle. Doh)
The average gamer won't notice, looks great - has a unique profile.
Trigger came out well for an alpha-plane too.
Been working on some stairs, been playing far too much torchlight, wanted to try have a go at the fortress style stairs.
Not added the gold yet, I wonder if they used some kind of poly-painting, as I don't remember seeing seams at any point, or at least noticable ones.