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LOWPOLY (or: the optimisation appreciation organisation)

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  • Pierate
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    Pierate polycounter lvl 8
    Metal_Crate_Screen.png
    Because pixels are the best and that's not a fact but it could be.
  • GabrielP
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    GabrielP polycounter lvl 7
    sweet character Moesly, I love the definition.

    Heres the fella that Ive been working away at, still plenty to go but I thought Id post what I have so far.
    Muphyro-1.png
  • Tigerfeet
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    Tigerfeet Polycount Sponsor
    GabrielP, do you absolutely need for the eyes to be that round? If they're sunken into the head (which it looks like they are) then you're never going to see them in direct profile. I'll bet you could get away with a shallow cone shape and no one would be the wiser.
  • 9skulls
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    9skulls polycounter lvl 10
    @Pierate That block is straight from Chrono Trigger, seriously. I've been playing that game recently and that block is definatelly from CT. Color scheme is spot on. Awesome work mate :D

    Also, Moesly, really nice trucker guy you got there. You going to model the vehicle as well? That'd be cool. Joint loops around his elbows seem to be on the wrong side though.
  • Sveen
    screenshot_troll_boss_001.jpg


    Hi there,

    long time Polycount lurker here, thought it was time to try to contribute a little as well. Just wanted to show some character work from the hack n' slash rpg dungeon crawler we're working on at Blink Studios called SKAR, going for a norse fantasy setting. We are primarily aiming for an iOS launch which will then be followed by a pc/mac release, so we're making all assets with this in mind.

    This is a troll boss and currently weighs in at 475 verts/876 tris, 1x1024 map which is downsized for the iOS version. As always with development for mobile platforms, all models are works in progress and will most likely undergo several optimization steps along the way to achieve a stable 30fps on mobile. Will try to post some more stuff from the game soon!
  • tristamus
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    tristamus polycounter lvl 9
    lluc wrote: »
    wip_01.jpg

    I fucking love this
  • Funky Bunnies
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    Funky Bunnies polycounter lvl 14
    that's gorgeous, Sveen!

    I'd love to see more from the game - and textures!
  • Thegodzero
    Sveen wrote: »
    screenshot_troll_boss_001.jpg


    Hi there,

    long time Polycount lurker here, thought it was time to try to contribute a little as well. Just wanted to show some character work from the hack n' slash rpg dungeon crawler we're working on at Blink Studios called SKAR, going for a norse fantasy setting. We are primarily aiming for an iOS launch which will then be followed by a pc/mac release, so we're making all assets with this in mind.

    This is a troll boss and currently weighs in at 475 verts/876 tris, 1x1024 map which is downsized for the iOS version. As always with development for mobile platforms, all models are works in progress and will most likely undergo several optimization steps along the way to achieve a stable 30fps on mobile. Will try to post some more stuff from the game soon!

    Too sexy to not move to the next page!
  • Bill Lowe
    @Sveen - crazy hot, awesome paint job! Do you paint entirely in Photoshop is some of the work done in a 3d painting app? You hide the seams well, would love to see UVs and wires. Great work!
  • GabrielP
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    GabrielP polycounter lvl 7
    Wow Sveen, outstanding work, really incredible use of polys and texture, I would also love to see the UV's

    Well heres what Ive been up to, would love to hear some feedback:
    Muphyro-2.png
  • Fryght
    I like the design.

    The texture is a bit blurry still, could use some further hard lines to define it a bit more. Also, I think it would be nice to paint in a bit more self-illumination (as you did with the chest) on the shoulder pads and the eyes, particularly.

    Try setting the image to grayscale in Photoshop, to check values.

    Great job so far though, it's coming along nicely!
  • Nix
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    Nix polycounter lvl 9
    Thegodzero wrote: »
    Too sexy to not move to the next page!

    Agree, that is one sexay troll.
  • Tysho
    Wow... never thought I'd say it but da-yum that troll is hot!

    I've got a couple of questions for you guys if you're willing to help me out- here's what I've currently concepted/ am working on:

    mechunfinished.jpg

    This tank/mech thing is currently sat at 718 triangles with a 512x512 texture sheet- I've seen a lot of incredible stuff here and would really appreciate any feedback- would this triangle count/texture size be too large for an iphone/ipad game? It would play a fairly small role in the game (if it ever was a game) and would be an enemy for the player to battle. Also any tips on creating the texture would be awesome!

    EDIT: I know I've deviated from the original concept somewhat... consider this is a test run :)
  • Sveen
    screenshot_troll_boss_005.jpg

    Thanks for the kind words guys, very much appreciated.

    Here's some wires/uvs and a texture sample. The edges/bleed is not prepared for mipmapping yet as you can see, this is just the 1k map before downscaling and edge fixups, etc. Additional mesh optimization is in the works, several places to save a few inconsequential polys here and there. Every little bit counts!

    @ Bill Lowe: Thanks! I first make a "as-detailed-as-needed" zbrush sculpt, decimate it, bring it into max and project/bake the hires details onto a lowres model with decent uvs to get my diffuse base. This projection usually turns out pretty rough on such lowpoly topology but it still saves a great amount of time and gives you a very nice starting point to continue hand-painting on top of. Then it's all photoshop and Viewport Canvas (max) from there on, pushing and pulling verts around, adjusting uvs, removing seams, and so on.
  • cloudkookoo
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    cloudkookoo polycounter lvl 6
    Total noob here, completed my first character model. Don't know if I followed proper topology rules, but I'm pleased with myself for actually making something I like. Crits are welcomed.

    roboj.png
  • Seyhk
    Sveen, how did you bake the texture? i thought it was only possible with normals, that troll is epic man!
  • lean
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    lean polycounter lvl 5
    Tysho: did you paint the concept? the texture would look great using the same technique.
  • GabrielP
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    GabrielP polycounter lvl 7
    @Tysho that texture need a lot more color and some AO either backed in or painted

    @cloudkookoo A great start for your first, however theres quite a few wasted polys and the front, specifically the belly/hips is looking pretty flat.

    Again Sveen, stunning.

    alright I think this fella is finished!
    muphyroMoreCharacter.png
  • Neox
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    Neox ngon master
    Sveen wrote: »
    screenshot_troll_boss_005.jpg

    Thanks for the kind words guys, very much appreciated.

    Here's some wires/uvs and a texture sample. The edges/bleed is not prepared for mipmapping yet as you can see, this is just the 1k map before downscaling and edge fixups, etc. Additional mesh optimization is in the works, several places to save a few inconsequential polys here and there. Every little bit counts!

    @ Bill Lowe: Thanks! I first make a "as-detailed-as-needed" zbrush sculpt, decimate it, bring it into max and project/bake the hires details onto a lowres model with decent uvs to get my diffuse base. This projection usually turns out pretty rough on such lowpoly topology but it still saves a great amount of time and gives you a very nice starting point to continue hand-painting on top of. Then it's all photoshop and Viewport Canvas (max) from there on, pushing and pulling verts around, adjusting uvs, removing seams, and so on.


    Hey man, cool to see that the project goes on!
    Really sweet work
  • Tom Pritchard
    Had a small speed modelling challenge with a friend. ~500 polys, < 1 hour.

    k0Vfd.png
  • Ged
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    Ged interpolator
    Tysho wrote: »
    This tank/mech thing is currently sat at 718 triangles with a 512x512 texture sheet- I've seen a lot of incredible stuff here and would really appreciate any feedback- would this triangle count/texture size be too large for an iphone/ipad game? It would play a fairly small role in the game (if it ever was a game) and would be an enemy for the player to battle. Also any tips on creating the texture would be awesome!

    718 tris is fine if you have about 4 or 5 or these on screen. If you are aiming to run on a 3gs imagine your game level and characters on screen and how many tris in total that would be, if its less than about 8000 tris you should be ok. Iphone 4s and ipad 2 will run a lot more than that though. I think a 256x256 texture will probably be enough unless those things fill a lot of the screen space. Good start on texturing, try and get that strong sense of light and shade light the concept then you could have the game use self illumunated or baked lighting but that all depends on the art style you are going for.
  • RAWTalent
    Working on some modular oriental stuff for a level, first wall is done

    modularchinwall1.jpg

    Edit: Added more modular pieces

    mentailoraintel2.jpg
  • Sveen
    Seyhk: It's pretty much the same process, except instead of baking a normal map, you put a grey material on with your preferred spec settings etc, add a skylight and some basic point/spotlights (depending on which look you're going for), then simply bake a complete map (I recommend using Mental Ray with decent quality settings, tends to end up looking allright in my experience). Be careful not to add too much darkness/contrast value in your baked diffuse, or the lighting will typically end up looking a bit too harsh. That's it. Then, expect a lot of manual tweaking afterwards :).

    Neox: Hey man, thanks! The project is coming along, tons of stuff to make still but that's what you get with only four guys on the team :). Will try to post some more stuff soon.
  • cloudkookoo
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    cloudkookoo polycounter lvl 6
    Made some changes, and tried some rigging/posing. robotsb.png
  • oajfqadjm12
    Not quite done, but close enough, just the back of the shield and a little tweaking probably...crits?
    huang3.jpg
    huang2.jpg
    huang4.jpg
  • Mr_Drayton
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    Mr_Drayton polycounter lvl 8
    Made some changes, and tried some rigging/posing.
    Awesome bro screens! Nice! :D
  • Leisure Centaur
    cloudkookoo

    Looking cool but the arms seem a tad stumpy. Could do with a bit more length and perhaps the gauntlets could be larger for a bit of added interest?
  • lean
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    lean polycounter lvl 5
    cloudkookoo: Well, now it looks awesome! I agree with Leisure Centaure. Their arms are (or look that way frome that perspective) kinda short. The legs seem a bit short, not too sure.

    nice posing, by the way.
  • Tysho
    Thanks for the tips, people- I'll see what I can do!
  • ChristianB
    Got to do some more work on Attack of the Horde, weapon for one of the characters:

    weapon-1.jpg

    Dont really get to do texture stuff anymore so was good pratice
  • Bill Lowe
    Sveen wrote: »
    @ Bill Lowe: Thanks! I first make a "as-detailed-as-needed" zbrush sculpt, decimate it, bring it into max and project/bake the hires details onto a lowres model with decent uvs to get my diffuse base. This projection usually turns out pretty rough on such lowpoly topology but it still saves a great amount of time and gives you a very nice starting point to continue hand-painting on top of. Then it's all photoshop and Viewport Canvas (max) from there on, pushing and pulling verts around, adjusting uvs, removing seams, and so on.

    Thanks man, seems obvious but I've not really thought about using ZBrush for low poly, makes sense! Awesome work :D
  • Diruengurei
    This is an exercise that i made for school.
    I had to replace the ship by another. I used this image for inspiration: http://1.bp.blogspot.com/_fjSBdTeSr08/SHENldSU1uI/AAAAAAAAAFo/rAPhE1j3uqw/s400/vehi_feng_image20.JPG.jpg
    I also changed the enemies and the song :D

    It had to be in less than 700 triangles, and an only diffuse texture of 128x128.
    M57RU.jpg
    IuwLN.jpg

    And there's a video in-game :D
    http://www.youtube.com/watch?v=G5w6wGgGhHY&feature=youtu.be
  • Tysho
    Is the aim of the game to shoot Gerrard Butler in the face? lol

    Put together some shots of my tank mech- I'm still not sure whether a 512 texture sheet is too big but I figured if it were in a game you'd only battle one at a time alongside a few soldiers. I did try a 256x256 texture sheet but it came out a bit blurry. Any crits are welcome because I may redo this one.

    abbadonmech.jpg
  • n88tr
    Snader wrote: »

    volvo440_unwrap.png

    how did you get the texture below to show up on the uv editor?
  • cupsster
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    cupsster polycounter lvl 9
    there are settings in UV editor and you can adjust power of diffuse map along with all other colors for seams, grid, wire etc...
  • Joopson
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    Joopson Polycount Sponsor
    EDIT: Not exactly relevant, my bad, but still good info to quote...
    n88tr, check this out, it explains that. It's in Max, though- and so is Snader's. Not sure if you use Max or Maya:
    hathol - In the UV Editor, although your texture only previews within the 0,0 space (inside that little blue box), it is actually duplicated infinitely in all directions. So you can definitely have your shells outside of that little blue box, the texture will still be covering it, and there won't be any seams because, well - your texture is seamless! :D

    In this example, none of my shells in fact happen to be in the 0,0. But it doesn't matter:

    j1gbl.gif

    If you would like your texture preview to expand beyond the 0,0 space, go to Options in the UV Editor window > Preferences . . . > Display Preferences, and increase the Tiles #.

    The fact that the 0,0 space is replicated infinitely in all directions is the thing that was stopping me from understanding tileable textures when I was first learning it. I had the concept in the back of my mind, but it just wasn't clicking for me for some reason hahaha. I hope this helps, and if you have any other questions don't hesitate to ask.
  • Seyhk
    Tysho wrote: »
    Is the aim of the game to shoot Gerrard Butler in the face? lol

    Put together some shots of my tank mech- I'm still not sure whether a 512 texture sheet is too big but I figured if it were in a game you'd only battle one at a time alongside a few soldiers. I did try a 256x256 texture sheet but it came out a bit blurry. Any crits are welcome because I may redo this one.

    abbadonmech.jpg
    No need to redo this man, it's looking good enough to me. Awesome! :thumbup:
  • Moesly
    my latest work...enjoy :)

    Lowpolybuilder_DetailKopie2.jpg
    Lowpolybuilder_Turnaround.gif
  • Tigerfeet
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    Tigerfeet Polycount Sponsor
    Wow Moesly I love that! I especially like your construction of the hands, I honestly wouldn't have thought of bumping out a thumb like that.
  • lean
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    lean polycounter lvl 5
    Moesly: haha, it's great! Not a fan of the black outline, but the models are cool and I really like the colors.
  • shadownet752
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    shadownet752 polycounter lvl 6
    Little modular tiki with a diffuse.
    tiki.png
  • VLiwski
    @Diruengurel I love this. xD Nice work on the textures!
  • JR
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    JR polycounter lvl 13
    Moesly: Fabulous work man! One the best posted here lately. Congrats!
  • RedRaven
    Little modular tiki with a diffuse.
    tiki.png

    Lovely stuff here shadow. Lovely painterly style. Might I ask, how would you use this modularly? Are things like the horns, head and base all detachable so you can use them to build different totems?
  • Tysho
    Incredible work on that muscle man. I think i'm hooked on this thread... can't be healthy.

    I've been working on a new original character- just wanted to get any feedback on the topology seeing as he'll need to have a good range of movement- I know the hands need more work. I may actually just make them into low poly fists- he's already at 888 triangles as it is. Cheers!

    smilesunfinished.jpg
  • lean
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    lean polycounter lvl 5
    Tysho: you're making the characters from your concept! cool, can't wait to see this one textured. You need movement on the tail, right? well, I've rigged something similar some time, and I just treated it like an arm with multiple elbows haha.
  • GabrielP
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    GabrielP polycounter lvl 7
    Well here is what Ive been up to, I would love to here crits and comments on her:
    Queen.png

    Tysho: totally stoked about that guy, I cant wait to see more!

    EDIT: did a little bit more with the texture and got her posed.
    Queen-1.png
  • Seyhk
    Making this guy just fo fun, kinda high spec to fit in the thread for now but...
    Derp!
    RapistPintado.png
  • Chimp
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    Chimp interpolator
    fDds0.jpg
    working on our upcoming ios title. doing style tests.
  • shadownet752
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    shadownet752 polycounter lvl 6
    RedRaven wrote: »
    Lovely stuff here shadow. Lovely painterly style. Might I ask, how would you use this modularly? Are things like the horns, head and base all detachable so you can use them to build different totems?

    Absolutely. While I don't have any immediate plans for re-purposing, I built this guy in separate pieces in case he would be needed for other projects. Head, horns, body and the bottom stand are all separate modular sections. Thanks for the kind words :)
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