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
Excellent point, Harry! I too learn a lot from the comments and critiques in this thread. Definitely food for thought.
This.
If we'd go by specs and normalmaps, then pretty much anything that isn't current gen characters could be posted in this thread, which makes it sort of a secondary WAYWO thread.
An extra normalmap, specularmap on top of that diffuse map is quite a massive texture difference, along with the extra mesh data needed for the normalmapping to work, along with extra shader-capabilities needed to render that out.
This thread used to mainly be about low end stuff, where whole characters are made under the 500 triangle limit, where textures are handpainted, that's what set it apart from the other thread.
If you want to split the tread it is fine for me...I think those restrict specs are very valuable and we can´t loose all those nice stuff.
But I would like to see what can be done in low poly stuff with normal map
zakhar2: Looks prety good for me, looking forwards to see texturized
mrmmaclean : I don´t know how big it gonna appear on the screen, but I believe noone gonna even notice his little face
That current-gen chair obviously doesn't belong in here. a LOT of current-gen props are below 500, but that doesn't make them oldschool lowpoly. I agree with Harry's statement the most, he really sums up my feelings: "I consider this thread to be about art where you obviously use restraint in the name of efficiency to work on inferior hardware. To me it seems there's not much point saying normalmaps dont belong"
A 1k tri character with a normal map, IMO, could fit in here. But not a 500 tri gramophone, even without any shaders.
well yeah you could be really autistic and interpret it right to the last detail but how about then we dont allow transparency masks? and what if someone makes a lowpoly scene which is ~1000 tri but suited to a character of 500 tris? What if someone makes a lowpoly environment that uses texture splatting? or what if i say you're all cheating by using 24bit texture maps?
IT's just really impossible to set a strict guideline and i think for the most part it's up to peoples judgement if their work fits the "spirit" of this thread, (that is, generally inferior hardware and using optimisation techniques to work around this inferior hardware, whereas WAYWO is about using whatever technology is available to us to the extent we please) and to be honest, so far i think people have been really good in their judgement and only an absolute minority of pieces are ones i'd consider to be out of place in this thread - the only thing is, they dont usually get several pages of focus like this and the thread moves along as normal.
I'm not so afraid of triangle counts, people are very resonable about it in here, but when people start skipping ahead and using heavy programmable shader texturing, then it starts to outgrow the theme of this thread.
The model I kicked out was in the higher end of the limit AND had a normal map.
First off, this thread in spirit is for people to post and look at great low poly art.
I'm not really able to scan the thread for things that don't fit all the time, but when I do see it I'm afraid they get hit with the rules.
The name change was suggested by people many times so we could up the triangle limit, I think it describes this threads purpose pretty well, and it's still working as the sweet spot for low poly and low rez texture goodness.
I think we all know that this is not the place for 1000 triangle models that basically end up in high end games. For example a coffee cup on a table is far different specs wise on "animal crossing" than it is in "fallout 3" - although the higher end game might be low poly enough to fit into this thread. The name of the thread basically makes it clear, this is for lower spec hardware and low poly lovers. The rules are not hard or fast, but some things just don't fit.
The 3DS is a bit of a game changer, but lets cross that bridge when we know more about the system.
carry on!
As mentioned before, this thread has always governed itself, and people will speak out when something doesn't fit the spirit of this thread, which is usually when people don't read the first post or look at anything else that's been posted in here.
As bearkub used to put it: less talk more art
A lot of great work there, and really useful tips ! Here's my contribution for this thread.
This is a character I did to test myself with ultra low poly character.
anyway
these are sitting both around 3k polys with 1024 diffuse + normal + spec and a special ao shader slot
animations where done by an automatic script
I'm just lying so hard
made a redesign of the madcat battlemech with inspiration from marauder too
again for mechcommander2
poly 1048
also did some slight polishing on the warhammer animations
and don't get hypnotized by the animation loops!
the gif animation speed differs from every browser and viewer it seems.. so could be its too slow or fast on your side
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My only crit is to think about balance - the legs are off the ground for long enough to make the upper part of the walker sway from side to side. Modern robotics solves this with fairly large counter weights that swing in the opposite direction to the leg that's off the ground to provide stability to the machine.
I know that's reading into it far too much, but mechanically, the only way to counter act this is to have a weight - and at speed the walker would have to tilt forward to provide the necessary momentum to raise the leg off the ground without falling over.
Moved the pool table from the previous page from the midst of the heated discussion last page.
This was for a Fathers Day card, bashed out quick hence the snooker table having no markings or pockets. :poly124:
yes these are bit semi realistic cause it might not be possible to construct these big mechs and make them move so fast. So I've tried to match the animation style of the other mechs from mechcommander2 to blend into the game better
for the poses i'd just suggest stay away from full extension, but it probably wont be noticeable once it is moving.
also your last frames = the first frames on your cycles, so you are getting a pose held on two's, Make sure you render the sequence minus the last frame, cut off @30 not 31.
really nice style, looks suspisciously like you did a sculpt and baked details..... would i be correct?
But who cares :P
but nonetheless great work!
Zoid: thx I was totally thinking in 30 frames length bc I do export it that way for the game. have fixed the gifs now
I'll look into the run animation.. I think I see what you're saying and I'm curious how it will look, thx!
another thing relevant to style:, for some reason, I think it would be attractive to match, even if only very subtly, the shadow and highlight colours of the sprite. For example, to tilt the darks on the shirt towards a pale sea green, and the highlights/main colour of the pants towards a more saturated yellow-green. Not to mention the silvered soles; I feel they are an important part of the concept, tying her upper and lower body together. Of course, this is all just my opinion, and I should really just go make my own things...
rollin! inspiring work.
@Harry, 9skulls & Rollin : Absolutely ! I baked AO from an hi-res.
@Vrav : thanks a lot ! it's really appreciated. Your version looks much better and I'll try to fix the head as soon as I can
@Achillesian : Thanks, really appreciated.
Nice table, tho I think the balls are a bit blocky.
You could try making the balls simple billboards with alphas. It looks like you have enough space in the lower right of the UV to make the textures for the balls bigger in case they look too pixely
zoid: slight changes on the anim.. it's the same link so maybe you need to refresh the img manually
edit: it's 25 fps
WHy not trying your hand at hand-painting the face? Would definitely come out better imo
Looks good. Rotate the foot a bit more on the push off and delay it on the passing position and I'd call it done.
question. iv never tried rigging for games b4. i wana make some characters to put in G mod, any got places for me to look at for tuts or info?
@Butt_sahib : That would be the best way imo but i'm really not confident with my hand-painting skills. However it would be a good opportunity to train myself. I'll see what I can do, I think to redo the face from the begininng this week end.
Yuffie's first weapon in FF7
512x256, 600-ish tris
Also, answers as to what the 3DS can do...
http://www.destructoid.com/3ds-gpu-can-do-impressive-things-177537.phtml
Hawken will eat you alive!
http://www.polycount.com/forum/showthread.php?t=74388
Post 3DS hardware updates here