Doing a bit of art tests for a future project. Doing a bit realistic-y animals in a sort of high end PS1-style (Chrono Cross-type stuff. Kinda late 90s, early 2000s stuff)
It's been awhile... I'd love to see the wires and texture for your raccoon, Littlenorwegians. Is that fine? If so, I'd also like to see some for the other similar characters that you've been working on.
@Linfo Hey! for painting in 3d you can use 3d coat, thats what most people use nowadays, and there are other options, like some versions of photoshop, modo, bodypaint3d
Hey all! This is my first post... first in 2017 Here is a couple of low poly faceted Chinese buildings i have done for RTS game "Empires Apart" And much more at my Artstation https://www.artstation.com/artwork/Ag8R5
Hello! Recently was directed to this forum/thread by the lovely people at Pixelation.org. I love the low-poly/pixel art style and want to
get better at it. Here are some models I made over the last week or two.
Very brutal C&C is welcome as I'm looking to improve!
@mrawolf The middle piece of work you posted is superb. I love the particles, windy plants, and invidually moving skulls. Kind of looks like a PSOne game on steroids.
I've been lurking this thread for a couple months already, and thought I'd share something I made the other day. It's a low poly Walther PPK with textures that I'd like to improve later on down the road. as well as a speed model on YouTube:
I’ve been practicing my low-poly/hand-painted techniques by
doing old RPG weapons recently. This is my first one: the longsword from FF10.
At 334 tris, It’s not nearly as lean as the one from the original game (173
tris!), but I’m happy with it all the same.
Just made this today, need to point out that I am not any good at modeling. But I quite like it, so what do you guys think about it ? Besides, I couldn't get glow in SP2, so I had to use photoshop. I do have a question, many low poly models, if not all, are using simple textures, hand-drawn, one color etc. I think this doesn't look bad with those somewhat to close realistic textures, so why people don't do low polys with these ?
My low-poly take on the Fenrir Keyblade from Kingdom Hearts 2. I ended up removing
the keychain, as doing the wolf motif is a bit beyond my skills at the moment.
Still, quite pleased with the rest of it!
Hey everyone I'm new to Polycount ,and this is my low poly scene based on the game League of Legends. Completed in Blender and Photoshop. It was really fun to do
Squall's "Revolver" gunblade from Final Fantasy 8, made with 242 tris. The original game provides very limited material for replicating the engraving on the side, but thankfully a user over on blenderartists.org by the name of ForsakenAcres did a stunning render of it, which I then used as reference!
The Sketchfab Embedder doesn't seem to want to work for me today, so here's the link: skfb.ly/66EZy and some renders:
First character done as part of my uni assessment this was something I
was very proud of last year looking back on it I see so much wrong I'd
love feedback on what you think about it and any feedback for
improvement is always welcome I'd love to better myself. The
following images are a walk through of my process working im Maya,
rigging and texturing, what I found really hard was rigging model and
weight painting I still now struggle with it if there is anyone with
some use full tips to help the rigging and weight painting stage easier I
would be very much thankful. It has been a long road with this
knowing Maya for only 4 months and managing to produce this was a great
achievement but now to me i know there are things i could really have
done better but that's the fun of learning.
Final Model Positioning and dealing with rig problems. Skinning not good and problems present with model deforming wrong and horrible Working more with rig deforms trying to fix errors with deforming skin Looking over the final texture map realizing there is no bleeding on the texture meaning i will have horrible lines showing. Playing with face texture, low poly cover up, beginning stage for texturing no maps applied at this stage. Ambient Occlusion Map applied to see where shadows hit and highlights shine, Finalized Model no smoothing applied UV stage nearly done unwrapping Final model done time for unwrapping Block out stage beginning of the adventure Concept stage rough idea of what i am looking to get in terms of my character.
This is my first model from VFS. The assignment was to create a
character from reference under 2500 tri’s. The final count for this
model is 2466. There are a lot of issues with it but I tried my best to
make it look good. Any feedback is very welcome!
Replies
I did this about 2 weeks ago. It's a shoot'em'up enemy style mech.
model
Mostly, I want to know if there's a way to paint them directly on the model using something like ZBrush or if it has to be done in Photoshop.
I realize that Zbrush uses vertex paint, so it may not be the best fit, but you get the idea.
This is my first post... first in 2017
Here is a couple of low poly faceted Chinese buildings i have done for RTS game "Empires Apart"
And much more at my Artstation
https://www.artstation.com/artwork/Ag8R5
model
model
@Tennis Awesome four eyed alligator gar
Timelapse:
Artstation: https://www.artstation.com/artist/xelun
Timelapses: https://www.youtube.com/user/xelun92
tiny objects in game, but made them with great love!
I'm making the timelapse of each object of the room:
I’ve been practicing my low-poly/hand-painted techniques by doing old RPG weapons recently. This is my first one: the longsword from FF10. At 334 tris, It’s not nearly as lean as the one from the original game (173 tris!), but I’m happy with it all the same.
I made this low-poly scene for fun. Crits are welcome
model
I've made 2 swords today.
Screenshots were taken in UE4.
- Sword 1 (894 Tris / 629 Verts)
- Sword 2 (428 Tris / 445 Verts)
My low-poly take on the Fenrir Keyblade from Kingdom Hearts 2. I ended up removing the keychain, as doing the wolf motif is a bit beyond my skills at the moment. Still, quite pleased with the rest of it!
model
model
546 tri's
Had this low poly model lying around and decided to paint it for fun, still wip. 800 tris
Hi all, this is my low poly model
(962 tris)
model
The Sketchfab Embedder doesn't seem to want to work for me today, so here's the link: skfb.ly/66EZy and some renders:
The following images are a walk through of my process working im Maya, rigging and texturing, what I found really hard was rigging model and weight painting I still now struggle with it if there is anyone with some use full tips to help the rigging and weight painting stage easier I would be very much thankful.
It has been a long road with this knowing Maya for only 4 months and managing to produce this was a great achievement but now to me i know there are things i could really have done better but that's the fun of learning.
Under 2000 tris and under 1000 quads
My Art station for anyone interested
https://www.artstation.com/artist/mogyie
Final Model
Positioning and dealing with rig problems.
Skinning not good and problems present with model deforming wrong and horrible
Working more with rig deforms trying to fix errors with deforming skin
Looking over the final texture map realizing there is no bleeding on the texture meaning i will have horrible lines showing.
Playing with face texture, low poly cover up, beginning stage for texturing no maps applied at this stage.
Ambient Occlusion Map applied to see where shadows hit and highlights shine, Finalized Model no smoothing applied
UV stage nearly done unwrapping
Final model done time for unwrapping
Block out stage beginning of the adventure
Concept stage rough idea of what i am looking to get in terms of my character.
This is my first model from VFS. The assignment was to create a character from reference under 2500 tri’s. The final count for this model is 2466. There are a lot of issues with it but I tried my best to make it look good. Any feedback is very welcome!
I made a ship for BallisticNG. it was really fun!
model
Make low poly man:) with 512 texture
I hope you like it )
1k tris!
Modeling: Maya LT
Texturing: Photoshop
Final Render: Marmoset 3
https://play.google.com/store/apps/details?id=com.LostUFO
937 triangles + an extra plane for the effects.
Feedback is very welcome!
model
More info here: https://www.artstation.com/artwork/mK49y
Low Poly Sub
https://www.artstation.com/artwork/rKgre
Hope both style matches..
Male 632 tris, Female 746 - 256 diffuse.
More images in my Sketchbook and a marmoset viewer on ArtStation!