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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Lelouch/Zero from the anime Code Geass. I targeted this model for the PSP.
Tricount is 1,507 including the helmet and cape, and has 2 256x256 maps. I plan to rig this model and set up some poses.
If possible, you could use a single grayscale ball in the same texture and use material or vertex colors for each ball. That way, you can use the same uv space as the ones you have now.
still not sure about the texture , its looks kind of blur
http://wiki.polycount.com/Shoulder%20Topology
the lazers look more like light sabers atm.
yeah pixel art should totally be allowed here. i'm a really big fan of the cave, takumi, and ZUN shmups and certainly wish the genre was widespread again.
I agree, but even better if it's wrapped around polygons!
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Yea, you are right!... I think somebody have to make pixelart thread.. or maybe not.. doono :poly141:
Indeed! Don't forget all the Sony Ericsson / HTC (andwhateverelseisnotIphone) users.
With Sony especially there is ton of support docs, dev software and all kinds of awesomeness to help get something out there.
/end interlude.
Cactus - the quality of your stuff is coming on immensely, really love the character of your latest (even if it isn't a character)
Worthy of a repost- you got stuck on the bottom of the last page.
Looking forward to seeing more.
Hiya this is my first post, I would appreciate any feedback. One thing I'd really like to know is how you all render your stuff out flat with no lights or shadows.
Made this just for fun after looking at all the cool stuff in this thread, hope you guys like it!
aw, you're just jealous. There's no escaping it's a good platform for low-poly.
An unity isn't on android. (or, um, any games)
I like this little guy. Are you vertex shading?
Because Unity for Android isn't out yet
... Oh and I accidently reported your post.. oops, the quote and report button are too close together :poly136:
Why bring a rant on Operating Systems into this? Your eagerness to mention macos vs windows in this thread just further cements my suspicion that you're trying to start shit. And furthermore, it's really none of your business what platform Vprime develops for. You can express a wish to see it on ds, but certainly how you express that makes a big difference.
some tech info in this thread:
http://www.polycount.com/forum/showthread.php?t=74736
You are right, but it is one of the best, easiest to use, and Most feature rich engines around ( especially for mobile development)
currently in maya is 100% self illuminated (notice untextured arms) no lights,no vertex colors
unity for android is coming next month
Just curious, why quite such the low polycount? Stylistic choice or?
With the plane for the track, plus a few low poly 3D objects, plus cars as sprites mapped onto planes too, we're probably talking about 30 odd polygons rendered per frame right?
I thought the iPhone could handle a couple of thousand polys per frame via Unity?
Looks neat but his running is broken. When a human walks/runs the foot forward is the opposite of the arm forward, ie. right arm and left leg forward, left arm and right leg back.
Right now you have both limbs moving forward at the same time (right arm and right foot at once). Try running like that yourself. You'll notice that it both takes a fair amount of thought AND you'll look pretty hilarious!
Mudkipz: I think there is a lot of potential in this char, you only need do give an extra work on the texture. It looks like you worked only 5 min on that... :poly124:
To render without shadows just turn on self illumination...
ah thanks for the tip! I am still pretty bad at texturing but I will get to work on the texture later on and some more tomorrow and do a small update.
Indeed, i will tell my artist and report back. Thanks for noticing!
Any comments or critique would be awesome. I'll probably have some "painted" ones up in some lapse of time.
If you really want to make it DS spec'd try for 16 colors. It doesn't see, like you're using more than 32 right now, but that extra 16 colors is costing you 2x the VRAM.
The uv layout is quite wasteful and I agree with using less colours - but all of this only applies if you want to use it in realtime 3d game, which I don't think you will
nice texturing but a little wasted as vladino said.
abidoobi, what do you expect us revewing this model ?
If it is modeling, so we need a wireframe render. Keep going !
And finally here is my little contribution (a speed texturing contest wich I didn't take part in, hosted in another forum)
Great model, terrible UV size distribution...
Can't wait to get my hands on 3D again after seeing all this cool stuff! I'm busy redoing my 2D game on ipad right now, which will be done soon hopefully..