This is the sweet spot for your low poly models. Post 'em if you've got 'em![update 2020's]
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
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I made the pink variant too!
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Little low poly skybox houses for the Splitstone Quarry map in Paladins
more here - https://www.artstation.com/artwork/Q6KN3
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Oh God why didn't anyone tell me I had to be Bob Ross for texturing?! I mean the model was tricky for me, since im still learing (then taking way too long breaks) . Nothing prepared me for how hard It is to visualize what you want while looking at UV-islands. Whats worse. I haven't used a paint program since high school. trying Krita and Gimp. Both of them may as well be alien languages to me.
Im not even sure, if they even make tutorials on this sorta thing
VIsually, the texture could use a lot of work above the flat colours you're currently using. Get just a little detail in there. I noticed the skin colour of the ninja's face seems to be bleeding on to the inside of his hood too- again, use your UV islands as a guide. Your model has potential, and it's certainly not bad for a near-first mesh. Just keep pushing yourself, spend some time on it.
I've textured my typhoon in a variety of ways. Without cockpit and landing gear, each plane is exactly 1000 tris, so I think I'm allowed to post that here.
in-game animation test
Playing with a style that has odd face shapes instead of quads. I'd like to do more vertex normal editing but blender doesn't support it.
Some sort of gateway/threshold/portal.
Feathers McGraw from Wallace and Gromit, 640 tris
Thanks!
First post in this forum!
This is my first post too :d
I'm (almost) completely new to 3d modelling, but I want to get better at it, so today I made this low poly pick up truck
Ugly as hell, but I still like it
(I found the UV unwrapping part the most difficult. Anyone know of some good tutorials out there?)
224 tris
126 verts
64 x 64 res
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Not focused on the custom vertex normals and shading, only triangulated faces to achieve a low poly look.
A little molerat, 828 tris.
Also, eventually they are all going to end up as tris. And there is this basic baking rule when it comes to normal maps, that you make sure the baking and displaying triangulation is the same. On such a low poly mesh, you can improve the shading a lot by carefully moving those verts and normals.
A Saab 900, from a larger scene:
http://polycount.com/discussion/186966/low-res-street-scene-wip
I also did a Tuk Tuk.
Did a bus for the scene, based on old Soviet models.
More Screenshot - https://www.artstation.com/artwork/4LZyL
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this contain 420 tris
https://www.artstation.com/artwork/amlqz
756 tris, more here
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more images here
This model has 494 tris.
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Blender and 3D-Coat. (1024px texture and 362 tris)
Need critics.
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*Ops, It' has more than 1k poly. Sorry for that!
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I'm aware the 1860 Henry could be optomized a bit more.
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368 Tris and 1024x1024 texture.
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