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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Crates 'n' barrels!
That's one beaten up toaster.
work work work
texture sample
Also, in real world performance - flat shaded or vertex colour does render faster on slow hardware than textured polygons, so it's a good technique indeed if you can get it looking right. That's why I want to see if visionary has any environments using no textures too
Wanna see it finished.
First time poster. My name is Tobias a.k.a. hObbE and I'm a programmer. I got so inspired by this thread that I wanted to take up some humble low-poly modeling. Anyway feel free to crit, give hints or tips, pretty much anything is appreciated.
I made this owl in a couple of hours using Silo. Inspired by an owl on cgsociety
My main goal was to practice uv mapping, something I found a bit quirky in Silo.
Anyway, here goes nothing:
Well, if we're to consider that each time there's a sharp change in vertex colours, it'll need to split the vertices, the mesh is more expensive than the triangle count would tell.
But still, the thread has chosen to have the polycount a bit more loose, and in that case the fox (looks really good) and follows the more flexible rules.
That is more hardware dependent. Some hardware, like the DS, don't take advantage of indexed vertex arrays; it's all raw triangles. Hopefully the 3DS will resolve this to help push more triangles. That being said, you are correct, when it comes to most other mobile graphics devices. Typically, welding your verts and sharing your normals will reduce your memory footprint and improve render performance.
But still, vertex colours have alot of use, with great result, in any scenario.
Now, less talk about specs and more art ppl.
Heres my first successful low poly object:
C&C is always welcome, and thoroughly needed
There's a bunch of empty space in my new UVs, too, but that could be filled with ninja stars, which would basically be a circle of triangles sharing the same texture of a single tri. Nevermind the messy cannibalizing of your texture, but I think it helps convey the idea. (:
Thanks so much Vrav . Haha, it makes me realise that alot more can be done to get rid of triangles (184 to your 64), and the same shape is still there.
The thing I find with UV mapping (being very very new to all this) is that getting all the textures to line up and figuring out where all the seams should go and where they appear on the map is still difficult, so its hard to really optimise the space given.
Thanks again for all your help, a real eye opener
Model is sitting at 330 tris, with a 256 texture. Next up is a small piece of land and maybe a soldier or 2, and should be done!
"I will post some pics of my models later "
I started this one time ago, but it's still unfinished. I should really complete it! He will be soon filled with weapons.
C&C anyone?
d2king10: the walls are kickass, I'm a sucker for 3D pixelart look sometimes. Another thing you can do to keep it uniform like renderhjs says, is make everything in tile sized modules, if that makes sense. Everything aligns to a grid and has a common 'bounding box' size like it would in a sprite game
i´m not sure yet, because i think the camera will be top-down and maybe it does not to be "closed" the track
What is it, a labyrinth of some sort? Post some wires at least, we need to know some tech specs aswell.
mock-up;
original:
anyone have a good floor spike low poly mesh?
http://mithosk-games.blogspot.com/
I've been playing with the Oracle games myself, but I can't always find a good solution to translating them to 3D, and what sort of game play I'd even want. I've realized some of the sidescroll areas have to remain sidescroll for the puzzles and platforms to make sense. But games like Super Mario Galaxy do manage to be part sidescrollers, so it could work.
Here goes a close up of them
Thanks!
Here are 3 more:
I started my own thread, so I will be posting them in there from now on
another render if you're interested : http://img713.imageshack.us/img713/6258/krabby.jpg
made this for lols one day a while ago
C&C wanted before I start texturing, I'm sure the polycount can go down, or does it not need to? Also, what size of texture would be adequate for this/ would look the best?
32x32, 2 frame animation, contract work for a dwarf fortreshy iPad game
I'm so jealous i never thought to model him
The whole thing ways in at 466 triangles including the knives, and uses one 128x128 texture for the character, and a 64x16 for the knives (I added them as an afterthought, and so I didn't get to including them in the primary UV).
Any and all crits welcome!