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LOWPOLY (or: the optimisation appreciation organisation)

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  • paradise.engineering
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    paradise.engineering polycounter lvl 6
    mrkoala lovely chick, just lovely, you can't be novice
    ixumanu amazing stuff
    green JohnnySix mcunha98 thanks for sending out peaceful reflections
    B8MaN give yourself more credit! that car was really eatable
  • mrkoala
    paradise.engineering: ;) thx it's really only my fourth or fifth character, I still make many mistakes, but modeling is very addictive and fun!
  • Skillmister
    Have to model a low poly car for class. Never done this before so any crits welcome! Budget was 750 tris
    challengergif.gif
  • allaze-eroler
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    allaze-eroler polygon
    Have to model a low poly car for class. Never done this before so any crits welcome! Budget was 750 tris
    challengergif.gif

    you can save more polies bt removing the edge on the middle of your car :) unless it was intenionnal for a subtle bump ? oh and you can remove the edge on the side too. :)
  • Skillmister
    I kept the edge in the middle for mirroring when it comes to uvw/texturing. The one on the side is because there is quite an angle change on the actual car and it didnt look right without :p
  • vvheris
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    vvheris polycounter lvl 6
    thing is, it doesnt have the mirrors
  • B8MaN
    Nice car Skillmister!*

    Ok, I'm thinking the mesh for the Falcon is just about done. Does anyone have any crits/tips before I start unwrapping and texturing? Final polycount was a shade over 900 tris, 906 i think...

    mfdone.png


    *edit: haha sorry, just tried to credit somebody else with your work /fail :(
  • Baddcog
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    Baddcog polycounter lvl 9
    Have to model a low poly car for class. Never done this before so any crits welcome! Budget was 750 tris
    challengergif.gif

    umm, I think spinning gifs are OK for presentation, but it really makes it hard to give crits.

    Pretty nicely done though, lack of mirrors does kind of stand out.

    You could probably float the hood scoop, not mirror it, and have enough polys left for mirrors. Also float the headlight/taillight insters and save maybe 16 there?
  • Baddcog
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    Baddcog polycounter lvl 9
    Got inspired by all the low poly cars.

    I dig old trucks so...
    32Ford.jpg
  • B8MaN
    Cute truck Baddcog :)

    I have a question though. I had been avoiding having polys "intersecting" one another because I thought that this caused weird artifacts at the point of intersection? Am I off the mark here? If so I could remove a good hundred or so tris from my falcon model just by detaching any of the details on the hull of the ship (vents, the dish, etc.) from the rest of the mesh and allowing them to intersect whatever poly would naturally be underneath them. It's pretty difficult to explain what I mean :/ I might just make a quick *.gif showing what I mean :p


    edit. I think I was being a bit stupid about this... I don't even need to make anyting intersect, after playing about I realised I could just sit the vertices slightly above the polygon they were sat on and have a tiny gap underneath that would be so slim it would be near impossible to view at an angle you could see underneath it. I'm still curious as to if/how intersecting polys causes artifacts though... google hasn't been much help, but I think thats because I don't really know how to describe it properly :p
  • Baddcog
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    Baddcog polycounter lvl 9
    Thanks B8Man,
    Floating polys is fine, I do it for Radiant, Unity, Hammer, Dromed engines... Some older engines didn't like it (Dromed for example, the conversion program would slice all intersecting polys so a 500tri model could end up 1000 in game).

    But most modern engines are fine. Yeah, I was gonna say you could drop quite a few on the Falcon but you said you wanted a sealed hull, which is fine too, just more tris.

    And yeah, if you're not getting real close the verts can be just above the mesh, Xnormal acutally bakes much better AO that way. But on some stuff in 1st person you can see through gaps, etc.. and that's bad.
  • diamond3
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    diamond3 polycounter lvl 7
    B8MaN wrote: »
    Nice car Skillmister!*

    Ok, I'm thinking the mesh for the Falcon is just about done. Does anyone have any crits/tips before I start unwrapping and texturing? Final polycount was a shade over 900 tris, 906 i think...

    mfdone.png


    *edit: haha sorry, just tried to credit somebody else with your work /fail :(

    I see hemispheres and circles here... We know how well they do optimize: http://wiki.polycount.com/SphereTopology?highlight=%28\bCategoryTopology\b%29
  • B8MaN
    Me again :p

    Baddcog, Cheers for clearing that up for me man :)

    Diamond, awesome link cheers :) wish I'd just read that before I started :p


    I tried to apply some of the advice from that link to my model. I also removed some elements from the mesh and "floated them" and allowed some polys to intersect at places too. The end result was that I could add tons of extra detail and at the same time reduced the overall polycount (cheers guys! :)).

    *txt deleted* :p

    Sorry if I'm spamming this thread a bit, if I have any further questions I'll post them in the tech talk forums?

    *img deleted* :p


    Edit. Ok I'm calling this done! :P last pic I post before it's finished I promise :p Final polycount: 856tris :)

    MFturn.gif
  • Piesandbombs
    vvheris wrote: »
    1k triangles:
    krillin_low_poly_2_by_vvherislt-d466cc5.png

    I'm sorry, I'm not the only one that sees something slightly... Off? With the texture here? Maybe I'm just not mature enough for this one...
  • flaagan
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    flaagan polycounter lvl 14
    Delko wrote: »
    Yup, that car doesn't get much love in the video game world, so I thought id make one.

    Nice. Couple friends had 'em few years back, wicked little cars with gobs of power and no end to the revs.
  • achmedthesnake
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    achmedthesnake polycounter lvl 11
    Piesandbombs - yes we all see the vajajay, we're just polite enuf to not point fingers and snigger....
  • Free_Fall
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    Free_Fall polycounter lvl 8
    I'm sorry, I'm not the only one that sees something slightly... Off? With the texture here? Maybe I'm just not mature enough for this one...

    That the zipper looks like a vagoo?
  • zenarion
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    zenarion polycounter lvl 12
    Making some turrets for a PSP Tower Defence game at school.
    Vert colors and a very quick noise texture. The model will be scaled in-engine, from approximately 20 pixels tall on screen, to about a 100.

    [ame=" tiki ecoturret idlevid - YouTube[/ame]
  • Buppy
    zenarion wrote: »
    Making some turrets for a PSP Tower Defence game at school.
    Vert colors and a very quick noise texture. The model will be scaled in-engine, from approximately 20 pixels tall on screen, to about a 100.

    m tiki ecoturret idlevid - YouTube

    brb torrenting crash bandicoot.
  • achillesian
    it gets really good at the 3 minute mark
  • green
    zenarion wrote: »
    Making some turrets for a PSP Tower Defence game at school.
    Vert colors and a very quick noise texture. The model will be scaled in-engine, from approximately 20 pixels tall on screen, to about a 100.
    That looks cool. I would love to see more of the game.
    I'm sorry, I'm not the only one that sees something slightly... Off? With the texture here? Maybe I'm just not mature enough for this one...
    Do you mean those weird spots on his forehead?
    it gets really good at the 3 minute mark
    I laughed.
  • m3nace
    @Green
    I think it's his uhh... Crotch
  • allaze-eroler
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    allaze-eroler polygon
    just for saying it : apparently, the new version of flash player can now display a game like unreal tournament or other game. so it mean that we need to fix a new polycount limit for flash version :)
  • achillesian
    it was just adjusted again for newer mobile devices, web players on beefy computers don't really count
  • Delko
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    Delko polycounter lvl 12
    pantera2f.png
    Something new and unusual! Oh wait nvm its another car.
    Still a WIP, colors are not final. Neither are the wheel's texture, I took them from the Ferrari.
  • paradise.engineering
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    paradise.engineering polycounter lvl 6
    wow Delko, thats pure genius.
  • B8MaN
    Have to agree with paradise. I love how you manage to capture all that detail with such a limited palette, it really makes your models look crisp and gives them a lot of charm. I think the blue looks good too :p
  • allaze-eroler
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    allaze-eroler polygon
    it was just adjusted again for newer mobile devices, web players on beefy computers don't really count

    apparantly, we don't need to change mobile phone for to get these new possibilities, did you know that with only galaxy s II or iphone 4 (not the 4s) can do with the game unreal tournament 3 ?

    take a look at that thread http://www.polycount.com/forum/showthread.php?t=89513 i think you will know much better
  • gilesruscoe
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    gilesruscoe polycounter lvl 7
    Unity web player has been able to use normal maps and pretty standard tricounts inside of a web browser for ages now, still doesn't mean suddenly the Polycount mobile/web thread is going to let you post an 8k tri character or w/e. So i fail to see what your argument is Allaze. If you want to talk about unreal and the newest flash changes, go to the thread you linked.
  • vvheris
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    vvheris polycounter lvl 6
    Oh, you perverts.... Ok, i redone it....
    presentation44.png
  • achillesian
    When I see an Ipad/ipod/android running a game with multiple 22k tri character models and 6 2048^2 textures we can change it. Just because something looks awesome on a small screen doesn't mean it was made to the same spec as the pc.

    Infinity blade looks like the bomb, but ultimately uses alot of tricks to get there: loading small areas at a time, typically only 2 characters on screen at a time, highpoly details baked into a diffuse, and I think a lower res normal than diffuse map.
  • Delko
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    Delko polycounter lvl 12
    Thanks for the kind words everyone. Im gunna call this one done for now.
    panterawz.png
  • tucho
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    tucho polycounter lvl 13
    Hi there, this is a low poly tank that I made some time ago for a personal project. I hope you like it, as always crits and comments are welcome :)

    tank6.jpg
  • Ged
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    Ged interpolator
    mini tank looks cool, how big is that texture looks seriously complicated guess thats because of all the baked ao :/
  • Carl Brannstrom
    How would you animate the tracks?
  • paradise.engineering
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    paradise.engineering polycounter lvl 6
    How would you animate the tracks?
    my guess is by animated texture. tucho super cute work.
  • thatanimator
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    thatanimator polycounter lvl 6
    my guess is by animated texture. tucho super cute work.
    gonna assume he was wondering because the tracks seem to be on the same tightly packed uv map as the rest of the texture, so moving those uvs won't really result in moving tracks but other parts of the tanks texture being mapped onto them.
    but then again, I'd say that less than 5% of models on polycount are made with animation or any sort of pipeline in mind :poly124:
    fuck it, its all good! :poly136::thumbup:
  • tucho
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    tucho polycounter lvl 13
    Thanks for your comments guys, I'm glad you like it :).
    how big is that texture looks seriously complicated guess thats because of all the baked ao :/

    Texture is 512x512 px, but I worked on it at double size (1024)
    my guess is by animated texture
    gonna assume he was wondering because the tracks seem to be on the same tightly packed uv map as the rest of the texture, so moving those uvs won't really result in moving tracks but other parts of the tanks texture being mapped onto them.

    Both of you are right :), tracks are animated by animated texture and this texture is a different one of 128x64 px.

    Wheels are animated in the same way, because they has occlusion baked in the inner part, just the exterior part is animated, moreover they're too lowpoly to animate them directly.
  • Delko
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    Delko polycounter lvl 12
    That UVmap is nuts man, great job. I love the little bearded soldiers too.

    This is the last car for a while, I promise.
    policestang.png
  • paradise.engineering
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    paradise.engineering polycounter lvl 6
    hey guys! just dropped by to announce you all that
    Lowpoly Workshop Modeling Contest VI has started.
    theme: buildings; triangle budget: 1000; 1Texture 1024x1024px(Alpha included)
    If you're interested and want more details, join us on LPW. Cheers!
  • 9skulls
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    9skulls polycounter lvl 10
    Hey polygonists.

    Was there ever any tutorials/tips of how to make a pixel perfect uv layout for low poly models? Like for example in this character here by martyisnothere. Another great example is kenneth here.

    I'm trying to do something similar and now I need to know how to get the most fun out of it. I tend to get lots of texture spill when working with small uv layout like that, and that being one of my problems, I'd like to know how to prevent such errors from occuring. Guess I'll have to find every single setting that might cause any kind of texture smoothing and turn them off.

    Using Blender 2.59.
  • Farfarer
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    Farfarer Polycount Sponsor
    WIP protagonist duo for an android point-and-click adventure that I'm working on in Unity.

    Juan Minky (the dog) is still needs some loving has he's currently a holdover from when it was intended to be a DS homebrew game...

    Unity screengrabs w/ custom ramp shader;
    beforeDeath_01.jpg
    Original character concepts by my friend Tom Chambers.
  • willy-wilson
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    willy-wilson polycounter lvl 8
    9skulls wrote: »
    Hey polygonists.

    Was there ever any tutorials/tips of how to make a pixel perfect uv layout for low poly models? Like for example in this character here by martyisnothere. Another great example is kenneth here.

    I'm trying to do something similar and now I need to know how to get the most fun out of it. I tend to get lots of texture spill when working with small uv layout like that, and that being one of my problems, I'd like to know how to prevent such errors from occuring. Guess I'll have to find every single setting that might cause any kind of texture smoothing and turn them off.

    Using Blender 2.59.

    Use pixel snap and stretching to your advantage blender specific I'm not sure of but I made this a bit ago.

    face-1.gif

    heres the Texture.

    thing-2.png
  • SanderDL
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    SanderDL polycounter lvl 7
    Nice, I love point and click adventure games. Be sure to make a thread of this when it progress further.
  • Farfarer
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    Farfarer Polycount Sponsor
    Thanks :)

    Will do, currently spending most of my time writing all the engine stuff at the moment so it's 90% white boxes and spheres, probably will be for another month or so... but then it's arty time \o/
  • johnas
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    johnas polycounter lvl 8
    Delko wrote: »
    That UVmap is nuts man, great job. I love the little bearded soldiers too.

    This is the last car for a while, I promise.

    I hope it won't be, your style is great and I really would like to see more :thumbup:
  • hawken
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    hawken polycounter lvl 15
    Talon wrote: »
    WIP protagonist duo for an android point-and-click adventure that I'm working on in Unity.

    be careful with your wishful thinking on the shadows there ;) Selfshadowing works obviously but Unity doesn't yet support casting shadows for mobile. (not sure why anymore, some handsets are pretty beefy now)
  • hawken
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    hawken polycounter lvl 15
    my guess is by animated texture. tucho super cute work.

    You would want to make the tracks a separate texture so the UV cords can be looped in code.
  • Farfarer
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    Farfarer Polycount Sponsor
    hawken wrote: »
    be careful with your wishful thinking on the shadows there ;) Selfshadowing works obviously but Unity doesn't yet support casting shadows for mobile. (not sure why anymore, some handsets are pretty beefy now)
    No shadows there, dude.

    1 direct light only.
  • Baddcog
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    Baddcog polycounter lvl 9
    Working on a modular building for the contest over at lowpoly workshop.

    currently 1220 tris, most major details in place.
    court_uv.jpg
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