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
http://www.polycount.com/forum/showthread.php?t=75494
btw. my first lowpoly try
By the way nice looking track Jimmy. I like the foliage and mountains. Do you have any tips for UVing super low poly rocks/mountains like that, I find it slightly harder than it looks, as the UVs stretch so easily on large, moulded polygons.
But thinking about it logically, the word does sound pretty English.
If you're normally a programmer then you're going to be a 3 hit wonder :P. Programming, Modeling, and Texturing. Everything about this render is awesome man, really good job and you should continue to post more
That's great, it certainly does not look like programmer art
The vest (chainmail?) kinda looks like bricks at the moment, but your cloths look nice as .
Thanks for the positive feedback everybody!
Yeah... it was originally sewn leather, but I see your point.... I'll make some changes later tonight.
without jumping too deeply into this, can you post the triangle count?
Maxwell - stretched UVs or not, the archer, horse, bow and knife etc at 500 triangles is impressive. Could you post the wireframe?
no surprises from mcunha98 then. I'll avoid the debate this time
Would be nice to see these in-game size, shaping up very well
was that an excuse? because what is it supposed to mean? because its and RTS you can rush stuff instead of making good work? The face is one of the stronger parts, the whole horse is a mess, with the mapping on the lower neck, legs, alls those seams and varying pixel density everywhere? Don't get me wrong i think its good to train your speed, but do it with quality, you won't learn much from slapping things together just to do something
Textures on your models are pretty messy... I'm sure it's because you are trying to make one model a day, but I suggest you to slow down!
Use more time to paint the texture better and try to avoid seams. Then, if you use mirroring on the texture, you will theorically get 2x the resolution.
Also remember to make the UVW map the more straight as possible, because having pixels well aligned with the geometry is really better.
Geometry looks quite optimized, nothing to say if not to try to add some triangles were shapes are too much square-shaped (like the head of the horse).
The three little animals are each using a 32x32 texture and are roughly 125 tris a piece
I agree with Hawken, why don't you show us wireframes? ^^
PS: NathanA, I would suggest to add some fake shadows in the scenery, I'm sure they will add a better visual touch. Unless you already planned to add them!
I'm not actually not sure how I'm going to be able to go about doing shadows yet, I wanted to do vertex lighting but I also want to do the buildings as they would be in an rts (placeable wherever by the player). Anyone know of a workaround for this?
No idea if that'd work or not, but in my head it sounds like it could.
Also, your stuff is looking awesome so far, though i think the warthog needs a bigger head?
This is beautiful.
comments & crits are welcome!
I would change the way you are doing shadows: try use a flat lighting instead of vertex light, and then paint shadows directly on the texture. It will sure look better!
EDIT: oh, I forgot... You may want to disable the Texture Filtering too. Give it a try, though I have to say those models looks good even with the filter enabled.
haha this is pure genious. I showed it to a guy at work
he said
"my life is now complete"
:P
thx!
I don't know exactly what you mean with flat lighting... There are ambient occlusion and shadows in the texture, no vertex lighting at all.
I don't know how to disable texture filtering in the viewport in blender 2.53
Render the scene without antialiasing and it'll be unfiltered, and give it a shadeless material to avoid lighting, but it looks like you already did that one.
500-600 tris
256x256 tex
i had 1 week to finish this stuff
the game called "the ultimate battle of the sexes"
*shrug*
:shifty:
(i try to do the best out of this crappy...
I'd love to see some full wires of those.
[ame]http://www.youtube.com/watch?v=uQZ0sJEXhnU[/ame]
I will post some actual images later once it is completely done
Haha! Great! Love it!
The guns are inspired (copied) from the bolters from WH40K, I will probably change them if I push the project further.
Comments and critics are welcome
Looks pretty flippin sweet!