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
What do you think about that ? Critic and comment are Welcome
Sauron Nice Electric Chair xD
Sorry for my bad English.
This is my first post ever, also my first forum and my first low poly work:
Please, I need some feedback from you guys to move on with this beautiful art.
Thanks!
Making a Populous clone? That would be awesome.
Also your model's face doesn't look much like Messi - he has a wider face that isn't as tall too, you need to pay close attention to photos of Messi from different angles and make sure the proportions of your model match the proportions of the man.
Right now it looks like you haven't really been comparing your model directly to pictures of Messi, so he doesn't look enough like him yet.
Yes it was for a Populous Remake/Clone oder something in this tendency.
Here ya go!
EDIT: Merged my two posts, sorry about being an idiot...
wow thanks! this comment made my day, time to get makin' some more! haha
(336 faces)
working on the texture for this guy, I really really really need texture practise, and a good tutorial too (one that isn't just transforming photos lol).
He is at 782 tris now, and needs some hair (and maybe a crotch...), so he'll probably be out of the scope of this thread in the end. But I do so love giving my models individual fingers
I'm going to change the prop to better suit a flying plane...
you should bake some ambient occlusion and or shadows .
"can ye' tell what it is yeet?"
Some quick models for a mobile game. I'll probably tweak some small stuff and get the chopper under 350, but it's almost time to texture
texture is 64x64, something like 200 tris
and here it is ingame
About visionary's awesome but misplaced image (1517 tris), does anyone care about this thread anymore?
And yes, no matter how much Harry frowns (is that a frown?) one tiny part of a scene being almost 1000 polygons does not keep with the spirit of "low poly". Like hawken had mentioned before, a coffee cup in something like Animal Crossing and a coffee cup in a new Unreal Engine release are obviously not the same thing, the latter cup obviously not being the type of low poly object that THIS THREAD is about.
Your image, although nice, is stylised 3d. I could easily imagine it in a Wii game, with that subtle texture fill and post effect bloom.
Holy crap! That fox ruled either way, but you most certainly redeemed yourself with this amazing work! Well done!!!
Any chance we can see the wires on this, or is it pretty tight in development?
that's exactly what i thought.
I don't come here to see exclusively 100 tri models with 16x16 2 bit texture maps. They're awesome, but I also don't want to miss out on any other whacky optimisation techniques just because of people getting frowned out when they post something which is pretty obviously made with aggressive optimisation in mind. I mean, the metal gear on PSP character models are in the 1000+ tri range... and they have textures...
I'm glad he posted it here anyway, cause it's interesting from an optimisation standpoint and it means i dont have to wade through page after page of waywo to see it.
But now it seems i have to wade through fastidious objectionary posts instead
Do you have any examples of a textureless environment for that game?
So, if I make a 3 million poly ZBrush sculpt and I don't put a texture on it, I can put it here? Man, that's great!:poly124:
@Harry: I don't necessarily disagree with you, especially when it comes to neat ways to optimize and push the limits of whichever portable one is developing for. However, it's not "fastidious" of me to expect that when the OP states "sub-1000 triangles" that people at least TRY to stick to it. Originally it was sub-500 and I thought that was cool as heck, but then a bunch of whiners came along crying that they couldn't (wouldn't) follow the rules and now the rules are the vague "mobile and web".
1000 = 1000. No normals = no normals, etc, etc. If it's over 1000 it doesn't go here. If it has normal maps, it doesn't go here. A whole bunch of posts already got moved to the tech talk section, so perhaps you should discuss there how many polys the textured models on the PSP have (that's an honest suggestion and not sarcastic, please don't get me wrong). There's countless amazing examples of work in this thread that have successfully stuck to the outline in the first post, why stop now?
And texture, to reduce the polycount always !!!
I just flat out don't understand what your intention is with this statement though. It's not stopping something it's STARTING with this exclusive rather than inclusive mentality for a thread which to be honest isn't always exactly a hive of activity. It's not like anyone's work is being utterly buried by models of 1002 tris and it's not like the experience is ruined because not everything sticks to the EXACT same style and method of optimisation.
In "the real world" its totally feasible to use higher density meshes than you usually would by simplifying or in this case completely removing the texture. It's a completely legitimate optimisation method and it actually is by nature a mobile game asset if you quickly read the artist's description.
I love the thread for its interesting AND VARIED approaches to optimisation. If we're going to start enforcing style guidelines (it simply is a mobile asset by it's very nature, style is the only thing actually being disputed here) then i dunno how i feel about it anymore. I mean Im usually one to do lower res textures on sub 1000 tri models with some mixed pixel art texturing techniques to boot, which is pretty much exactly what the creators of the thread apparently want to see. But if that specific style of low res 3d is ALL i'm going to see, then what's the point?
I guess I got rather hung up on the style rather than the intent and you're certainly right in saying variety is one big thing that makes this thread great. Perhaps I am too paranoid that people will take too many liberties (as has happened here and there but certainly not consistently) and lost focus...
Either way, I love this thread!
hi