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
I recently started working on my modeling skills. I've been making pixel art for games for the past 5 years. I really like the low poly + pixel art texture look so I started working on that with some simple geometry. Still struggling with UV distortion, but here's what I achieved so far. Any tips?
For the most part, it isn't a bad start - and again... It's coming along well.
Maybe you can improve it and re-post your progress?
Lysæna said: Thanks a lot, Lysaena! I've been honing my pixel art skills for some time. I hope I can put them to good use.
In the meantime, here's one of my attempts to make a nice pixel art render in a 3D space. I call it "ImpossiBox". (but it was actually quite easy to layout the UVs!) I feel like I'm getting close to the render quality I want, but I'm realizing it requires a lot of planning in the modeling phase. I'll keep working hard on that.
Here's the Sketchfab in case anyone wants to look at it in 3D/take a peek at the texture map or triangle count etc!
My final poly count clocked in at 920. I know it's slightly rough around the edges but any feedback is more than welcome. Thanks!
I hope that someday I can work on making art for video games as a job - very cool that you are already well on your way. That's great that your professor says to post your projects outside of class for critique; gives a taste of the real world. I believe that your model is good for the most part, but I can see some excessive amounts of triangles where they ought not to be used - unless you have a texture that repeats itself or needs to be flipped. Depending on the style of your overall game that you plan to make, the direction of the chest could be completely different. This looks like it is going to be meant for more of a high poly game. You could easily make the same chest at below 500 triangles and have it still retain the same amount of detail. I hope this helps.
Hey all, i am also working on a chest for my Intro to 3D class with my pal spencer here and this is what i got!
Chest I made in 3dsMax for my 3D-Animation class. The look I was going for was on the left. I have a cap on how many polys I'm allowed to use, 1000. What are your thoughts on it? This is only the second model I've done on my own, go easy on me ^^
Low poly rock walls i made for an environment I'm working on, i tried to make them all as low poly as i could, each rock has less than 700 polys,
Here's a sketchfab and a render for you guys to see ! what do you guys think ?
For more pictures see:
This was my first attempt at texturing in class! Any feedback is appreciated!
First texture in my intro to 3D Class! feedback appreciated.
Hey guys I textured a low poly car ,would really appreciate some feedback!
Practice texturing a model. Model by Prof. Texture by me.
Practice texturing a model. need some feedback.
Textured this model of a cartoon-style car. Appreciate any feedback!
hi there guys, I'm working on modeling c4 and i think everything has gone according to plan but my wires could be a little bit more efficient, does anyone have any suggestions?
Hey guys, modeling a dumpster and would appreciate some feedback! (995 polys)
Drum Stand made for a group "Band Stage" project. Uses 600 polys total.
Hey we had a group project and made modules I finished this drum set and textured it any tips would be nice!
Not sure if it's what you're looking for but you can download Advanced Skeleton 5 (I assume you can use it in Maya LT... ) and with a little effort you can build a simple rig and controls. It also has the option for adding a facial rig to. http://www.animationstudios.com.au/advanced-skeleton
You can download it here for your projects if you're interested: https://eeent-official.deviantart.com/art/Human-Size-Reference-Model-Download-738103271
First post here! This is the Jurassic Park gate for a GZDoom mod at 445 tris. Aiming for a late 90's kind of poly count/aesthetic. The JP text on the arch will be made with faux voxels (i.e. a separate 3d mesh, GZDoom can only display true voxels in software mode which lacks a lot of cool other features available in hardware mode) Looking for feedback on the geometry. The triangles were made automatically in blender. Anything I should consider fixing before UV unwrapping and texturing? I'm more of a 2d guy usually but I want to get serious about low poly stuff too.
UPDATE: I received feedback that it would be a good idea to separate the torches and the arch because there was no reason to have them attached to the geometry and it would reduce the polycount further. Thoughts?
Check out my Artstation for a few more,some just a bit over 1000 tris
Cars seem to be popular here; used my mustang as reference. I'll need to find a new workflow beyond Wings->Fumble Through Blender next time, haha.