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
This ones 592 tri's.
I need to practice this art style because I have a particular video game idea in mind and this art style would fit so well (which will probably never happen, but I can dream right? Haha!).
Bravo my friend.
Thank you very much for the kind words!
Nemo: Love your style!
Here's a new character i've been working on
love your Unreal Works
You´re learning a lot @ Digital Arrow?
Well, I wanted to make this for a while now, and today I was enough bored
But yeah actually I learned a lot of interesting stuff about Unreal in the last couple of months.
and some assets for the game, all LowPoly:
I'm out of my league but here's one of mine, 686 polys.
A tiny little beaver made in Blender. :>
Dumb amount of detail, but it's still under 1k tris, figured I'd post it here.
Here's a sword I made today, my first time modeling in the last few years /: I.T. university is killing my time
It's really unpolished, I just wanted to do something and see results the faster I could
(Think I used this) Admittedly not my best. ^^;
Made one of those old-fashioned legrests because that's what you do when your legs are healing.
Trying to do some more low-res looking art and practice in maya.
Low poly Lunch: Sushi
The models' polycounts:
Here's a link to an IndieDB article that I wrote where I've shown the progression of these models over the years: Character Model Progression
You guys inspire me lots
Here's a thing I just finished painting (sorta... The handle and bottom are pretty weak, I guess). 978 tris. Maybe I should try to trim that down more...
I have been observing this thread from page 1 to 459, until i decided that yea - i can post something too.
Turns out that low-poly goodness is a goodness that i can appreciate and my roots of inspiration for graphics goes back to nintendo nes 8-bit wonders and PSXone.
After 4 years of commercial servitude, i am little bit off from a duties for market and wonderful, wonderful happy cool clients with their wishes. So here is my little personal voyage into low-poly art and Maya after being 7 year max user. Trying new fields and see if grass is greener on the other side of fence (which it's not probably).
This character comes from one book of my childhood and was written by Estonian writer Eno Raud back in 1970s. It was quite a popular one in many former soviet countries and soviet union itself. I couldn't resist not to try give it a go and model one of three main characters - little dwarf-sized dudes called naksitralls. They were kind of like three human-looking small creatures who drove in their super awesome car and engaged in various events and affairs with regular humans living in regular small city doing this and that.
Here is seen my drawn reinterpretation for one naksitrall named "HalfBoot" (here is a wordplay - this
character is depicted as always walking in cut-off boots which he likes very much). Texture is 256x256 for now. I am no master or low-poly art for now and felt I need some more space for first shot.
There are chances that i will try to make primitive Unity walk-through "game" with this character where players could navigate this dude through stylized cartoon city held in style of original book art or similar. This is kind of like my first experimental exploratory project aimed at gaming art.
Laggy - it's all very obviously box-modeled. Try giving the branches an angled/diamond-shaped crossection instead of square. This change in angle will make it look less blocky. Even better would be to go all-out triangulation, as this helps to create a more organic look:
The first is simply square, the second rotated by 45°. For the third one I selected all uneven loops and rotated those by 45°. So the crosssection would be diamond, square, diamond, square, diamond, (and some weird shapes in between them.) You don't HAVE to go all out with the rotation (in fact, it could look more wobbly than you want) but it will help to rotate a couple of loops a bit. Maybe not 45°, but something like 20° or so will still break up the flatness quite well.
Intars - nobody really draws their mesh before modeling anymore. It's just faster to fiddle with the 3D shapes. (note: sometimes people do sketch edgeflow for higher poly stuff, but this isn't highpoly) For a first model this isn't bad, although some parts (arms, legs) are very blocky. It's also generally not a good idea to have very thin objects overlayed on top of eachother the way you did the jacket. It often causes something called Z-fighting. I would suggest making the jacket more a part of the body, with just the bottom flaps coming off a bit:
(that's all one single mesh.)
Interesting fact about z-fighting snader.. will keep that in mind.
630 tris for this guy.
Got some commissions for a game project, that's sort of D&D-ish for iPhones.
These are 3 enemies, you generic skeleton warrior, imposing panther ninja and impish lizardman crossbowman.
Your current model could easily be reduced down to 1/3 or less of its tri count.
W.I.P Trying to build a cool chibi style.
Oh, and the second character is a male kid, not sure if it's obvious enough..
It's the stun knife from MGS4. Modelled and textured it yesterday, took me probably around 6-7 hours for the model (with periodic breaks) and another 3 or 4 for the texture. Done in Wings 3D with a little help from Blender once or twice.