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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It's an engine thing, so because I don't know what engine or software package those screenshots are from I can't tell you how to turn it off. I know that in Maya it's here:
About the models, yes I did make simple animations for the first two. I'm not particularly good animator though so they were pretty basic. I forgot to mention that all the models were meant to be viewed from quite far up perspective.
I plan to build 4 or 5 little sections of a dungeon that can be interchanged and pieced together. I also plan to build a sort 'fake' screenshot with a UI and whatnot.
So this is what i got for the first piece, the more generic one.
Tips, critiques all welcome.
Also, got a rough character in there, just has colours atm.
as always, 256x256.
Havent touched the engine, any of the canvas areas, wheels or insignia.
It's a hansa-brandenburg D.I.
To get the colours to work well, it can mean adding a bit of geometry but the examples i've attached (hopefully I did it right, don't mind the textures!) won't cause a problem with such a low poly scene. Once you get into it, you can add tons of variation with just the same few textures and you can get some prety cool effects.
I see from an earlier post that you're a maya user. Look into a plugin called Vertex Chameleon. Its pretty cool. Also look at using the vertex paint tools.
Anyways heres the results.
When will it be open beta tiem? :P
You could have a different colour for the wall and the floor to help break the scene up a bit and here and there, highlight a corner or edge that would pickup more light. Good luck with it.
Harry - thats a really cool setup you've got there
I'd say within the month if all goes to plan. It'll still be a little rough around the edges, but playable.
They're particles with fake lighting to give them a solid feel, a technique mimicked from shadow of collossus, but done in a slightly different (and I think maybe more efficient) way
I added more geometry to the inside (but not much as it is not too important).
Here are some screenshots directly from Unity iPhone.
Track textures are WIP.
[ame]http://www.youtube.com/watch?v=pKaZd9REpio[/ame]
but those animations are sick, love the flashing spear at the end
and they say video games are about escapism...
The same reason Shiva has nonsensically become a woman with ice powers (and only 2 arms): Final Fantasy.
awww its damo, didnt know u were a polycount kid ! cool stuff mang
Thought that might be the case. Looking forward to that playable build
That might have to do with the fact that the title is based on mounted solders and a combination with spears for mounted combat, though I don't think the classic dragoons used spears, other mounted solders did. However, sense the dragoons in Final Fantasy don't usually mount when fighting, they jump in order to get the height needed to use the weapon effectively. As for why they jump so darn high, it's fantasy, what can be said?
Thing is, dragoons didn't actually engage in mounted combat. The whole point was that they were just regular light infantry who used horses for mobility. Like modern "mechanised infantry" i guess. So it's legit enough in that they fight on foot, I just don't get the whole jumping really high and throwing a spear down thing. It'd be interesting to know how that came to be
I really love the animations and how he makes use of the wings during the Jump!
They look like flat billboard planes with a transparent texture... How did you do the fake lighting you said?
The bird is made out of 348 triangles and the goatman is 356 triangles.
Two 256x256 textures as shown below:
I already did the same model last year for Playstation Portable type spec. More polygons, dynamic lighting and tiny 32x32 texture that was the palette for all the characters in Minigore:
The problem was that it was iPhone we were targeting and not PSP. Having worked on PSP for the last 3 years I thought it would be somewhat similar tech "They're both portable gaming systems, the other one is 5 years old so this new one gotta be better in every way" - oh boy was I wrong! :poly136:
1st gen iPhone is technically the polar opposite of PSP: strong with textures and weak with lit polygons.
It was a fast and fun workflow to craft everything out of polygons, shame it didn't work out in the end. Framerate was horrible and I had already done over 20 characters. PSP as a platform was pretty much dead in the west at that point so there was no turning back...
We haven't benchmarked the latest iPhone 4, it could be very different screnario on that one. I guess it should be getting very close to PSP in polygon performance.
Would it be much trouble to explain this technique? I'm curious as to how you are treating the particles to fake the lighting. Great stuff by the way.
Well, that's enough of an introduction. I don't have anything impressive to show for this thread so here's a Magnimite. People like pokemon.
I'm still working on the texture.
Poly count: 138
Tris count: 326
Solid and wireframe-
Triangulated -
I started basic modeling about two months ago, I usually make models to use in Gamemaker, It's as flexible as it is odd, the models must have a low triangle count to get 30 fps in a game but a texture size of 128x128 runs no faster than one of 1024x1024. (15 - 30,000 triangles being drawn at once will run on a good computer)
So, besides making the two bottom screws separate objects, anyone have any C*C?
i don't know actually haha i always say that in person. i defiantly need to stop that...
C&C anyone?
PS: Up for the request about Harry's clouds... :P
Paintover Image
- Overall, he's just slightly desaturated looking. This might work really well if it fits the rest of the world (a dusty look maybe). Also could use more contrast above the waist.
- Anatomy of the abdominal region is spotty. The abs themselves are reaching too far around invading the external oblique territory.
- The color of the jacket is dangerously close to his skin color. I'd change that for readability's sake. Also, adding some creases in the shoulder area might help to suggest form below the jacket. Or leave it be. It could look fine either way.
- The face. More contrast! It wouldn't be very readable from a distance. Be sure to suggest those main planes of the head to ensure maximum readability (if you haven't guessed, readability at this resolution is pretty important). Don't color the whites of the eyes as white. They're tucked away under the brow (generally) and should be in shadow. This will also help push that whole area back establishing that plane. It doesn't have to be whites - pupil - whites either; suggestion can go a long way. It's all about how it reads from a distance.
- Hair. Again, it might fit in a dusty looking environment, but I'd make it darker instead of that lighter color you've got (doesn't have to be black). It also doesn't look like it has much form from the front, as if a dirty mop was plopped on his head. It may be hair but it needs some structure too!
I might have injected too much of myself in the crit, but take what you will from it. I'd definitely fix the eyes though as they are very important to a character. Hope this helps!
Before I posted it, I just had the feeling that the overall visibility was not clear...
@premium: it's true, he looks gay! XD
Spacey: Nice Tips!
Mr_Drayton: Yeah, that character rules and I think Spacey's recommendations will only make it shine even more. I wouldn't say he looks gay (though if he is, that's none of my business lol) but rather like a very high-fantasy oriented western theme. (Final Fantasy meets Sergio Leone?)
Could it be someone like Leon (Final Fantasy VII) in The Good, The Bad and The Ugly? XD
It makes me happy that the Bladeslinger looks cool to you, just think I started it almost as a random work...
This is something I'm currently working on, my goal was to get it under 1k Tris (currently 990). I plan on doing various textures for this soon.
550 tris 256^2 diffuse + diffuse as specular
(still wip)
You could erase some more polys!
The front bumper could be simply an almost-flat panel. And the front lights too, if they were flat, I think they would look as good as they are now.
Also the wheel texture is too big, you can make it smaller and it will look good enough, saving more space for the rest of the details.