LOWPOLY (or: the optimisation appreciation organisation)

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  • Offy163
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    Offy163 polycounter lvl 3

    model

    Some around 1.5k  tris :)

  • JTHMin
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    JTHMin null
    I made Piccolo from DBZ a few days ago, 4x4 texture, 351 Faces.


    model
  • Offy163
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    Offy163 polycounter lvl 3

    model

    Sister from samurai jack 5 season :)

  • Xelun
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    Xelun polycounter lvl 2
  • Xelun
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    Xelun polycounter lvl 2
    Lhorta said:

    Hope both style matches..
    Male 632 tris, Female 746 - 256 diffuse.
    So many muscles! (Except in the legs, it's a little weird...) Haha
  • Lhorta
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    Lhorta polycounter lvl 3
    Xelun said:
    Lhorta said:

    Hope both style matches..
    Male 632 tris, Female 746 - 256 diffuse.
    So many muscles! (Except in the legs, it's a little weird...) Haha
    You are right i'm so lazy! >.< haha


  • Lhorta
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    Lhorta polycounter lvl 3
    Trying out a toon-ish lighting style with GLSL.

    Nothing special in the textures but the idea is to use the same greyscale map to both control specular level and set 50% to act as gradient diffuse above material just so the bottom of the character doesn't pop too much(Aiming for top-down view) color is set on material/vertex.

    Update:
    Decided to paint his body wanyway, still not sure if it's the direction i should be going.

  • Offy163
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    Offy163 polycounter lvl 3
  • Obscura
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    Obscura high dynamic range
    Haven't made anything 3d in a while, so yesterday I decided to get back into it a little bit, so I made these ammo crates from Quake 3 Arena.
    28 tris each...


  • Ziv_iz
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    Ziv_iz polycounter lvl 2
    a lowpoly mesh of the Scout class from Team fortress , i've almost finished the Heavy class, Hope you like it
  • EEEnt_OFFICIAL
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    EEEnt_OFFICIAL polycounter lvl 2
    A few months ago I practiced making a low-poly human male. I used various DS models as reference for the topology. It has a total of 224 triangles. I think I could go lower though. :D

  • MrQuetch
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    MrQuetch polycounter lvl 4
    I hope I posted this right, my first time doing a single post (rather than double posting like my last comments).

    Obscura said:
    One more. 40 tris:


    Reference / inspiration:


    EEEnt_OFFICIAL said:

    A few months ago I practiced making a low-poly human male. I used various DS models as reference for the topology. It has a total of 224 triangles. I think I could go lower though. :D

    @Obscura: Holy cow, that skull looks really good for being so low. The texture is terrific, I don't think it could look any better than that.

    @EEEnt_Official: That's not a bad idea, actually. I usually just look everywhere for reference, but for some reason never considered the DS though that's a perfect source...

    Practice? That model is not too bad actually, the topology is pretty good - bet you can get it down to roughly 200 triangles. What you could do is get rid of the extra geometry on the face, unless the nose is important. If it's longer, I'd keep it, but in your case I would just get rid of it completely. The base of the head could also go a bit lower.

    Looks like the thumbs could also be a bit lower. The knees don't need that much geometry either unless the kneecaps are a key feature of the legs. Lastly, the foot could definitely use less triangles. If I were you, I'd just delete the bottom segments of the foot, and bring the vertices from the top of that down to the floor.

    Other than that, great job. I look forward to your texture if you plan on doing that.
  • EEEnt_OFFICIAL
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    EEEnt_OFFICIAL polycounter lvl 2
    MrQuetch said:
    I hope I posted this right, my first time doing a single post (rather than double posting like my last comments).

    Obscura said:
    One more. 40 tris:


    Reference / inspiration:


    EEEnt_OFFICIAL said:

    A few months ago I practiced making a low-poly human male. I used various DS models as reference for the topology. It has a total of 224 triangles. I think I could go lower though. :D

    @Obscura: Holy cow, that skull looks really good for being so low. The texture is terrific, I don't think it could look any better than that.

    @EEEnt_Official: That's not a bad idea, actually. I usually just look everywhere for reference, but for some reason never considered the DS though that's a perfect source...

    Practice? That model is not too bad actually, the topology is pretty good - bet you can get it down to roughly 200 triangles. What you could do is get rid of the extra geometry on the face, unless the nose is important. If it's longer, I'd keep it, but in your case I would just get rid of it completely. The base of the head could also go a bit lower.

    Looks like the thumbs could also be a bit lower. The knees don't need that much geometry either unless the kneecaps are a key feature of the legs. Lastly, the foot could definitely use less triangles. If I were you, I'd just delete the bottom segments of the foot, and bring the vertices from the top of that down to the floor.

    Other than that, great job. I look forward to your texture if you plan on doing that.

    Thank you for the criticism! I have been experimenting and I've gone as low as 150 polys. As for the texture I painted one for it recently. But since the model is going to be seen from a distance it doesn't look that great, haha.
  • MrQuetch
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    MrQuetch polycounter lvl 4
    @EEEnf_OFFICIAL:
    Your welcome. Sometimes it sucks to have to tell someone if something needs a lot more work than it should. It was nice for me to only tell you some things that could be better. 150 polys!? That's awesome! Sometimes I'll make models like that just to see if I can make low poly even lower than it is.

    Yeah, after having sketched hundreds of pictures and producing two art portfolios in high school, I've managed to make a low poly mesh for a character in as little as an hour. If I really want to touch it up, I'll take maybe 2 hours - sometimes 3. My meshes are good for the most part now, although I've got better at UV mapping and texturing, I think I could use more practice.

    Practice makes perfect. Perhaps it sounds generic - but it's true.
  • Obscura
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    Obscura high dynamic range
    MrQuetch said:
    @Obscura: Holy cow, that skull looks really good for being so low. The texture is terrific, I don't think it could look any better than that

    Thanks. Its the normal map. It was done using the usual highpoly -> lowpoly-> baking method, and then it was "textured" in Substance Painter. The retopo was done manually. Maybe I'll make a few more after E3.
  • Piemaster
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    Piemaster polycounter lvl 2
    Heyo! Here is a handpainted lowpoly helmet, around 420 triangles.
    Original concept by Alexey Kutyrev - https://www.artstation.com/artwork/XdzKL

    model
  • Obscura
  • voidirium
    My stuff tends to be... higher poly than it should be due to my texturing methods, i often cut into the topology for sharp color edges.
    But I don't intend to use these in games so I can get away with it ¯\_(ツ)_/¯



    938 tris ... could definitely be lower but i allowed extra geometry for its rig.
    has a spread-wing model for flying but I haven't gotten around to rigging that yet.





    428 tris... fanart of morrowind

  • Obscura
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    Obscura high dynamic range
    Pickup thingy wip:


    reference:
  • Obscura
  • Obscura
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    Obscura high dynamic range
    Something different.

  • Obscura
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    Obscura high dynamic range
    I'm not a fan of the smoke of the ship. Otherwise, nice start though you nailed it. Keep it up.
  • Aerial_Knight
  • LuvianBlue
    A few months old, but I made a boxer.

  • Bombshell
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    Bombshell polycounter lvl 7
    @LuvianBlue That is adorably awesome, I love the design!

    So I needed a character model to test a webgl rendering engine (hobby of mine) and I realized I drastically need to improve.
    Here is the first draft designs, quick scribble ups, I had a series of them but cyclops girl was what I settled on.

    Following this I made a refined design with a half-assed side on ortho to help start the model.


    Old post
    [spoiler]Finally here is the resulting model, which I am not all too happy with, poly flow wise and rigging wise, it works, it'll do the job for testing, but the UV mapping is subpar, the silhouette isn't poppy enough and the texture itself is laughable.
    model

    256x256 size texture, I'm aiming for quality low demand graphics, I feel like I could work well with this as a texture size, but in this case my uv's are not optimal (though better than my uvs in the past) and my texture is kind of pants.[/spoiler]
    So I was not very happy with that model atall, justly so as I managed to make a better looking model in a day with a far stupider simple poly layout.
    model


    TL;DR? comments, criticisms and suggestions very welcome, hoping to revisit this design soon for a better model.
  • LuvianBlue
    @Bombshell What a sassy cyclops.  I like your original model, though I like the hair on the new one better, mainly the way it extends further in the front :smiley:
  • EEEnt_OFFICIAL
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    EEEnt_OFFICIAL polycounter lvl 2
    Obscura said:
    Something different.


    Oooh I do like the PS1-esque portrayal of the graphics. Very nice!
  • Bombshell
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    Bombshell polycounter lvl 7
    @Bombshell What a sassy cyclops.  I like your original model, though I like the hair on the new one better, mainly the way it extends further in the front :smiley:
    aye I'm happier with the poly flow of the first model, always feels like a cop out to resort to boxmodel, I'm currently trying to make a scene to plop a redesigned version of the character in, something a bit more toony and befitting stylization
  • Offy163
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    Offy163 polycounter lvl 3

    modelRepainted my some old low poly model

  • Violet_n_red

    hey now!
    you're a horse guy!
    get your game on!
    go! play!

    i have a bunch of other animal people, but i like the horse guy the most, even tho the others look a bit more elaborate.
    instead of textures, i put on a bit more verts where eyes, mouth, chest muscles and other small creases should be. and i probably should've simplified lower part of the arms...
  • chemikhazi
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    chemikhazi triangle
    A little sub and an attempt at making a turntable.


    model
  • chemikhazi
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    chemikhazi triangle
    Fanart for Toppy Noppy's Thundremoar tanks, the texture is just 32x32



    I made the pink variant too!


    model
  • HolBol
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    HolBol vertex
    Decided to post this up before I add a cockpit and it goes over 1000 tris. Here's my Eurofighter Typhoon at 964 tris, with moving flaps, landing gear, rudder and airbrake.



  • AfroCenTech
    Here's a low poly ninja I did.

    model

    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 :#







  • HolBol
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    HolBol vertex
    Here's a low poly ninja I did.
    mo
    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 :#

    Hey, I like the character. However, your UV layout could do with a lot of work! Ideally you could fit all of that into a single square texture by putting the AO on a layer set to multiply. Also, you'd be better off using a sharper brush and trying to keep to your UV islands a litle more. You should be able to scale up some of the UV islands in your texture quite significantly to give your model some extra texel resolution. Your AO map has a lot of weird shading areas- all those weirdly darkened/lightened triangles seem almost as if they were set to flat shading while the surrounding ones are smooth.

    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. ;) I've got a plain (ba dum tiss) texture, a Tiger striped one copied from the Bavarian Bronze TIger, a version based on the Battle of Britain memorial paint, then one each for the Spanish air foruce, Luftwaffe, and RAF from left to right. These are fully rigged and posable too.


  • KillPixel
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    KillPixel polycounter lvl 4
    Hello, long time lurker and first time poster here.  I've been admiring much of the work in this thread for some time now and thought I'd share some of my stuff.  I'm new to modeling and is my second game ready model clocking in at 1,080 tris:

    in-game animation test




  • Mauricio Cunha
  • RFDaemoniac
    269 tris, 91 faces.

    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.

  • raeqwon weekes
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    raeqwon weekes polycounter lvl 2

    Feathers McGraw from Wallace and Gromit, 640 tris



  • B_Korth
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    B_Korth polycounter lvl 4
    Studied handpainted wood all day yesterday and I think I'm finally starting to understand it a lot better.

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