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 appreciation, so please take note of these rough guidelines:
- Keep models under 1,000 triangles.
- Scenes are fine, if all models are low poly.
- The end! Enjoy.
And here's a handy list of ways to make your art look right in different software: Low Poly Challenge STYLE GUIDE
Made this little guy from Undertale earlier today.
Here's the texture!
And man, that is one awesome boxtroll! Spot on. Love it. Great work.
You others as well.
Got a sort of (silly/stupid) game concept in the works that's sort of an RPG Punch-Out type game with a Pok
holy shit, i just saw the youtube video for crocotile 3d and this looks amazing. reminds me of old DS games like the final fantasy remakes. I love the swamp environment too
I wanna play whatever this is so bad... Any games out for PC that look like this? I dont have a DS any longer.
One of my goals is to make a game and create the environments for it using Crocotile 3d. I haven't played too many games lately, so I'm not sure what is available. I'd be interested in knowing too, because then I could show the developers this tool. I imagine more indiegames using this style.
a rpg would be very nice
im curious, would a orthographic camera work on this?
Thanks, in this case I imported some tiles I drew over a year or two ago since I just wanted to create something quickly. I could have made it in this editor though since it has all the tools I usually use to create pixel-art. The main benefit of the paint tools in the editor is to allow a user to plan out their texture while they create their scene/model (so you don't have to flip back and forth between programs and lose focus on what is what). If you want, you can export the texture and work on it in another program, and import it back in. So you can rough in the texture while you plan out the scene, and then clean it all up in a paint program you're more comfortable with for example. You also get a better idea as to what tiles you might need to draw when planning this way.
An art test I've just finished for an iPhone and android games company.
Render. (2 Different Textures)
They are around 750 polys each.
I didn't see your post before, but yes, there is an orthographic mode you can select in the program.
(Alternate version, click image)
Got my first commission. Yay ^^
Also, great stuff guys! Moar moar moar!
Here is one of my favorite cars of all time done in a similar style to Drift Stage(awesomeness):
brother I really would love to talk to you about your work flow your stuff always looks so good!
Soldier : 744 poly, 512 x1
G36C : 623 poly, 512x256 x1
it's more than 1000 tri... :[
the texture manager is very confusing and the controls are very annoying at first but i was surprised how fast you can adapt to them.
i liked the texture paint option within blender but on the long run i'd prefer photoshop.
also im not quite fond of the unwrapping tool, either it lacks good vertex relax options or i havent found them yet ;b
There's a "minimize stretch" function in the UVs panel at the bottom of the image editor that you can run on any selected UVs to help reduce stretching. There's also a sculpt mode that you can activate with a toggle in the same menu. Then you can use a brush to do a few different things, including relax UVs. (Settings in the "T"/tools side panel.)
For me at least, Blender almost always finds the least distorted unwrap on the first go. You can actually visualize the stretch with colors overlaid on the UVs with a toggle-able option in the "N" side panel. I usually jump back and forth between PS and Blender when I work on textures.
Another commission. Hope to do this sorta thing for a living one day.
Sure man just shoot me a PM, and thank you!
Looks great Littlenorwegians! You too MrWolf!
Here is a quickie I did, Karl Pilkington:
Love this man! haha
oh my god, nostalgia all the way! great maybe a little blurry texture (eyes)
also really nice motion keyframe picked for the pose
It's made of 429 poly or 792 tris
Really like your style!
VIEW ON SKETCHFAB
-Modeling: 3DS Max 2015
-Textures: Handpainted in photoshop + Wacom Intous S
-First handpainted roof.
-I use three texture maps, but I can put all the textures in one 1024x1024
-I know that a lot of things are not perfect, but i keep practiceing.
-Add some (animated?) vegetation.
-Add some props.
let me know what you think!
you can see more with the marmoset viewer here:
brushed from Jonas Ronnegard were used for these too by the way!
I'm completely obsessed with this sort of ... 3D pixelart snap to grid sort of technique
I'm not totally sold on the shading technique, I try different things
based on a 16x16 swordsprite from metallurgy 4.
Basically I only place vertices on the 16x16x16 grid, but for the swords I tend to compress the resolution to half of that on the thickness. It's not important to not cheat the "rules", more to keep to a look - use halves here and there but don't detail everything.
922 tris, 32x32 texture.
kriscrash: I like the sword! very chunky.
First time posting here in a while, but here is a few quick renders of a game model that I created for a University module I'm on atm.
Wandering if anyone has any tips for me on how to rig this bad boy.
Of course this is a fun of the Great He man !