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LOWPOLY (or: the optimisation appreciation organisation)

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  • Seyhk
    hawken wrote: »
    Why did you make the hands so low poly?

    Hands and face are the most expressive parts, therefore they should have a higher proportional budget.

    They look like potatoes.

    Sorry man, i was about to fix that but i was too lazy to unwrap the hand again then put everything togheter, thanks, i'll keep in mind that the hands are very important even for low poly characters!
  • j1ll
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    j1ll polycounter lvl 7
    dickbutt.jpg

    all done in mspaint
  • Mr_Drayton
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    Mr_Drayton polycounter lvl 8
    j1ll wrote: »
    all done in mspaint
    Heck, this is awesome! What's the tri count of this big guy?
  • Snader
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    Snader polycounter lvl 12
    Yeah, there's no way thats below 1000 triangles. The chain uses links that are 48 triangles apiece, and there are far more than 20 links.
  • Wendy de Boer
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    Wendy de Boer interpolator
    Well, I do think the current title of the topic is misleading. With the new mobile platforms, a mobile game character could easily have way more than 1000 tris. A great example would be Infinity Blade 2.

    So now that even mobile games are moving away from the truly lowpoly, we have to figure out what to do with this topic.

    We could update it to accommodate current specs for mobile games.

    That, or we could keep it the way it was originally intended, keep the triangle limit at 1000, and just go ahead and call it the Obso1337 Thread. :D!!
  • Seyhk
    LinkBaby.png
    Royal diaper fTW!! x]
    Edit: Omg link has no ears :O!
  • Aerial_Knight
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    Aerial_Knight polycounter lvl 8
    baby link! Fucking Awesome!
  • hawken
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    hawken polycounter lvl 14
    Snader wrote: »
    Yeah, there's no way thats below 1000 triangles. The chain uses links that are 48 triangles apiece, and there are far more than 20 links.

    Still the polygons are nice and chunky.

    Borderline, probably wrong thread, but probably works on mobile.

    I'm pushing 700,000 tris with normal maps on iPad2 these days.
  • Ged
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    Ged interpolator
    hawken wrote: »
    I'm pushing 700,000 tris with normal maps on iPad2 these days.

    woah dude! is that in a game or just a benchmark test?
  • Snader
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    Snader polycounter lvl 12
    hawken wrote: »
    I'm pushing 700,000 tris with normal maps on iPad2 these days.

    And? Would you post your Dominance War model on here? After all, that's only 10,000 triangles. Games like Virtua Fighter 5 and Street fighter IV would probably fall within budget too. Does that make them lowpoly games?
  • michiy
    ad456m wrote: »
    I never thought about shoulders, Doh!
    Will this work?

    screen3oa.jpg

    tf2_spy01.jpg

    Hey man, you should take a look at tommy model. They are very low poly and have a great edge flow. The way the edge flow on shoulder is right now would give weird deformations when animated.
  • j1ll
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    j1ll polycounter lvl 7
    Snader wrote: »
    And? Would you post your Dominance War model on here? After all, that's only 10,000 triangles. Games like Virtua Fighter 5 and Street fighter IV would probably fall within budget too. Does that make them lowpoly games?

    I have optimized my model down to only 2 tris to please you. My apologies for mistakenly posting here, i did not mean to offend you in any way

    awdk.jpg
  • GabrielP
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    GabrielP polycounter lvl 7
    first of all, I agree the character is probably a bit to high-poly, but its not worth making a fuss about.

    Well my last ninja was really terrible so I started over. Thoughts on the new one?
    Ninja-1.png
  • Baddcog
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    Baddcog polycounter lvl 9
    I'd have to look side by side but this ninja is more pleasing to the eye right away. Maybe proportions some, some is the texture...
  • chrisradsby
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    chrisradsby polycounter lvl 10
    EDIT: Wrong thread
  • Bill Lowe
    My first low poly character... my first charter which has neared any reasonable level of completion. I hope to finish the texturing over the weekend, and to start rigging as well. Would appreciate any comments and feedback.

    LilBuzerka.jpg
  • Seyhk
    Nice first low poly bill, does'nt even look like an first x) can we see some wires later?

    Tonight I made that funny guy from machinarium, he miss some more details but i got bored of him fast :P
    MachinariumGuy.png
  • Baddcog
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    Baddcog polycounter lvl 9
    Looks pretty good Bill, but I think you should add some eye slits. Could really give him a menacing look. Right now he's a bit...umm..blank

    And his belly button looks like it's were his chest and belly meet, should be just poking out behind the buckle

    Pants are looking alright but maybe a bit low on contrast.
  • jmg06
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    jmg06 polycounter lvl 5
    My first go at a low poly character.

    lowpolycowboy.jpg
  • Bill Lowe
    @Seyhk Thanks, its my first proper attempt that hasn't resulted in me getting into a mess and closing max, I shall post wires with renders from other angles when texuring is done.

    @Baddcog Thanks for the feedback, I agree the helmet needs something extra, I started with an eye slight and visible eyes, but thought I might try the blink madman look instead. Belly button I shall move and pants need refining and detailing too.

    Moar later today :D

    @jmg06 Really nice! There are a few areas that stick out to me though, the cuffs around the wrist could use something more, and the boots also could have a little more detail? Face is very cool.
  • Tigerfeet
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    Tigerfeet Polycount Sponsor
    @Jmg06 I like this guy a lot. The pinstriping on his pants is a nice detail, I might make it more pronounced if this is going to be displayed smaller (I didn't even notice the pinstripes until I displayed your image full-size. I also think you need to work on the UVs a bit, the left side of his moustache and mouth is crooked. Also, you've got a 5-sided polygon by the hips too.

    @Seyhk that little guy is freaking adorable!
  • d1ver
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    d1ver polycounter lvl 12
    Edit:
    My bad. Was meant for big WAYWO.
    Still, solid work here, guys, keep it up!
  • 9skulls
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    9skulls polycounter lvl 10
    d1ver wrote: »
    had a chance to be a bit silly with this quick sculpt. This is like my fav facial expression.) I think everyone looks real funny that way :)
    Wrong thread, much?
  • Bill Lowe
    Done for the day, there are a few minor tweaks and fixes I need to make to the diffuse, and I plan to do a quick lighting/shadow pass, namely around the neck, too. Then, on to rigging.

    LilBuzerkaFinal.jpg
  • clandestine
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    clandestine polycounter lvl 9
    Hey guys, i'm helping some friends with this model pack for sale in another forum... the cool thing is that every box is 500 tris, no lighting.

    qub_unity_shots2.jpg

    check them out in action in this vid

    vimeo01.jpg

    thanks
  • POFFINGTON
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    POFFINGTON polycounter lvl 9
    @Seyhk YESSSS! Top five favorite games of all time
  • felipefrango
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    felipefrango polycounter lvl 9
    @Seyhk, that's nice, really spot on. I'd close the mouth gap a bit though, it's the only thing I find that doesn't look quite right, IMHO it's giving him a different face than in the drawings.
  • Mr_Drayton
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    Mr_Drayton polycounter lvl 8
    qub_unity_shots2.jpg
    thanks
    Love the stile of these boxes! But I'd change the logo on the green box into something a bit different. I understood the hint of a jumping motion in the stick figures, but... I feel an unwanted (yet very evident) subliminal message! :icon15:
  • Tigerfeet
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    Tigerfeet Polycount Sponsor
    Lots of great work folks :) I thought I'd swing by and drop these off (and crossposting from my project thread). Three animations in one weekend, I think I'm starting to get the hang of this!

    VillagerWalk02.gif
    VillagerRun01.gif
    VillagerUse01.gif
  • Nix
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    Nix polycounter lvl 9
    clandestine:

    Those are so delicious. I love tight and impactful (is that a word?) designs like that. You've found a way to make crates, the old video game standby, look fresh again. Especially the green one.

    I agree about the subliminal message though, lol!
  • clandestine
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    clandestine polycounter lvl 9
    hey Mr_Drayton and Nix, thanks a LOT for the comments! Those are the simple things that keeps people inspired :) Regarding the 'mana' logo, hmm... its the transition from a static 'life' to a dynamic/flying one, the instant evolutionary step you get when drinking this liquid... but i see what your vivid imaginations are implying, but as long as we keep in mind that the stick figures are a man and a woman, everything is ok :D

    revive_story_06.jpg

    dmatter_story_06.jpg
  • Leyto
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    Leyto polycounter lvl 7
    Well, I do think the current title of the topic is misleading. With the new mobile platforms, a mobile game character could easily have way more than 1000 tris. A great example would be Infinity Blade 2.

    So now that even mobile games are moving away from the truly lowpoly, we have to figure out what to do with this topic.

    We could update it to accommodate current specs for mobile games.

    That, or we could keep it the way it was originally intended, keep the triangle limit at 1000, and just go ahead and call it the Obso1337 Thread. :D!!

    Yes, I understand your mind, technology is pushing all the spec to another stage. But in other hand, we could consider this thread is aligned on the actual low-end hardware (like smartphones wich doesnt run Andro
  • cupsster
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    cupsster polycounter lvl 9
    The show must go on!
    It is perfect to demonstrate low-poly character that have a soul, outline and use minimum resources. This is just the way it should be instead lazy developers and poor rush asset preparation.. Sub 1000 is actual even on modern smartphones.. I'd like to draw more variaty instead waste budget on one thing on screen. ;)
    I like this thread a lot. Watching closely.
  • tntcheats
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    tntcheats polycounter lvl 7
    Keep it at 1000.

    Poly waste is everywhere. I agree that we need to keep this thread pure.
    a) Infinite Blade has all of 2 characters on screen at once, and zooms in to cull most environmental polys when they show both.
    b) You see extremely clever workarounds for problems that wouldn't exist with a higher count.
    c) Because of that limit I've seen characters that are n64/DS spec but (except, perhaps, for their textures) look Xbox or higher.
    d) Less sloppiness!
  • j1ll
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    j1ll polycounter lvl 7
  • Thegodzero
    Had some fun with old school art.
    sqz.jpg
    130 tris
  • lluc
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    lluc polycounter lvl 9
  • ZacD
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    ZacD interpolator
    So much unused texture space, I bet you could put that all one 128x128
  • Graze
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    Graze polycounter lvl 6
    Here is a character i just finished, hes called stoick and hes from how to train your dragon. I still have work to do on him, he needs weapons, an environment and a dragon to face :) hopefully ill have it done by the end of the week. 778tris in total, 256 diffuse and spec map. More updates shortly :)

    stoickfullbody.jpg
  • 9skulls
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    9skulls polycounter lvl 10
    Thegodzero wrote: »
    Had some fun with old school art.
    sqz.jpg
    130 tris
    *drools* That's awesome :poly142:
  • Leisure Centaur
    @Thegodzero Freaking gorgeous! Minimalism = success :D

    Still avoiding rigging like the plague, done a lil snifit...

    snifit_layout.png
    210 Tris, 64x64 Texture
  • lean
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    lean polycounter lvl 5
    Thegodzero: really nice texture!

    Leisure Centaur
    : lose that rigging fear, when you finish your first, you'll realize it really isn't such a big deal. I really like what you did, as usual. I dig your mario characters versions, full cast maybe? ahahah
  • Leisure Centaur
    Cheers Lean! Yeah I should be pretty damn ashamed about putting off rigging. I know it'll just be a few hours of slog and then I'll emerge as a shiny, animating baby.

    Would love to do more Mario characters, got a real soft spot for b-team sorta guys, non-spotlight sorta thing. Probably good if I knock out a few more original designs too I suppose!
  • Seyhk
    Graze: nice character, i enjoyed that movie alot, looks nice your remake in low poly!

    J1ll:
    Cool, he looks like some kind of robotic animal to me.
    Would be nice to see it rigged later. :)

    well done everyone! :thumbup:
  • Aerial_Knight
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    Aerial_Knight polycounter lvl 8
    LittleNeil.jpg

    My little ninja
  • konstruct
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    konstruct polycounter lvl 13
    j1ll wrote: »
    robotr.jpg

    1.4k tris

    This is cool! what is it?
  • leilei
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    leilei polycounter lvl 12
    I did this model as a forum joke over at SRK (an argument over a new darkstalkers using 2d or 3d, some analogy about it aging like money for nothing in 10 years), nothing serious, infact I tried to make it deliberately like a partially segmented N64 model.

    morrigan64.jpgm64.gif
    362 tri, 32x64x4 texture (16 colors)
    looking back I should've pasted a photo on her face for the lols.
  • 9skulls
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    9skulls polycounter lvl 10
    @Aerial_Knight It's lookin' nice, though I don't quite get the ninja feel from it. For example, where is his weapon? Some parts of the mesh look like they could be optimized further and here is my suggestion:

    avB2R.png

    Red = Remove the edges
    Blue = Add new edges
    Green = Collapse/merge into one edge loop

    Also I'd either make the belt much bigger so that the polys you've spend there would really come to use, or remove the belt mesh altogether and just texture it in.



    @leilei
    Very nice. You really captured the N64 feel to it. Although the texture does look muddy and stretched, it does really give it the authentic look :D
  • Aerial_Knight
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    Aerial_Knight polycounter lvl 8
    Thanks Man! your right about the line on the face, when I started the model I was going to do a lot more with the face (animal crossing) but ended up taking it out.

    And he is more of a medieval Ninja, I made a blade for him thats on the texture Ill post it tonight.

    Thanks for the feed back
  • Moesly
    A quick character I did yesterday. It could still be tweaked here and there, but overall I'm pretty satisfied with the result...(so far) :)

    Trucker.jpg
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