model444tris - no sculpting. I just used the grayscale diffuse as a heightmap and did some masking in substance painter. It's a fun way to liven up old stuff :]
Hello! Great job! I'm really new at the field, i just wanted to ask if it's better to work on tris? i see you tend to model on tris and not on quads, is there a difference on the workflow or something? What are your feelings about it?
That's a cool lookin Sonic you got there Marmita 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 Constructive critisism is more than welcome. (I found the UV unwrapping part the most difficult. Anyone know of some good tutorials out there?)
Hello! Great job! I'm really new at the field, i just wanted to ask if it's better to work on tris? i see you tend to model on tris and not on quads, is there a difference on the workflow or something? What are your feelings about it?
Thanks!
Hi. Sorry for the slow reply. The controlled tris is to better control the bake of the normal map, and the silhouette. . I also applied a few custom normals here and there.
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.
Hi! My first post here. I'm a hobbyist game developer, I do programming, music and art. I've been experimenting with low poly pixel art recently. Here's a Halloween themed one:
Low Poly chemical vat from the Sonic Chemical Plant zone. I always thought these looked super cute in the background of that zone and would suit a low poly model.
Hey guys! First post here. This is for a school project I'm currently working on. I'm designing a Magical Plant Store. I'll be uploading more as I finish more props.
@1stAnd10 : Looks like you are counting quads, not tris. 1000 tris is not enough to model a character with full five-fingered hands and 8-sided limbs with a fair amount of gridding on them. More likely, you'd end up with 6-sided limbs and the middle finger, ring finger and pinky finger merged into a single box with only the forefinger and thumb separated.
That's a cool lookin Sonic you got there Marmita 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 Constructive critisism is more than welcome. (I found the UV unwrapping part the most difficult. Anyone know of some good tutorials out there?)
Hi there! It's my (WIP) female character for indie game called "world_null". If interested u can see more info about our project here > indie-games.rocks
Hey there, folks. 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?
Hey there, folks. 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?
Hi, victor_fl. You've been doing pixel art for the past 5 years? That's crazy cool! I've been doing art for the past few years, and have tried doing different styles. Actually, your low poly model is coming along well. However, I do think that you could use less texture space for the top of the mushroom. There's a lot of unnecessary repetition in the texture. Same could be done for the face, there's a lot of tan - you could squash the faces to the left... Unless you plan to do extra shading or other details that need to be there.
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?
Hey there, folks. 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?
Hi, victor_fl. You've been doing pixel art for the past 5 years? That's crazy cool! I've been doing art for the past few years, and have tried doing different styles. Actually, your low poly model is coming along well. However, I do think that you could use less texture space for the top of the mushroom. There's a lot of unnecessary repetition in the texture. Same could be done for the face, there's a lot of tan - you could squash the faces to the left... Unless you plan to do extra shading or other details that need to be there.
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?
Sorry for the late reply! I'm currently working on modeling more organic stuff and also learning how to translate cool pixel art textures into a nice render. I completely agree with everything you pointed out and I might make another mushroom soon.
I'm impressed by the quality of this cute little mushroom ! Your pixel art textures are great !
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.
Started and finished this one today, from concept to texturing! 952 Triangles! 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!
Hi there guys! I'm going to school for Game Art and my 3D animation professor wants us to upload finished projects for outside critique here. I have a background in more physical media/art so this was the first 3D model I spent any serious time doing and I had a really good time with it! I found the whole experience very relaxing. We were tasked with modeling a chest and this was my result 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!
Hi there guys! I'm going to school for Game Art and my 3D animation professor wants us to upload finished projects for outside critique here. I have a background in more physical media/art so this was the first 3D model I spent any serious time doing and I had a really good time with it! I found the whole experience very relaxing. We were tasked with modeling a chest and this was my result 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!
Hi there, spncrbghmn!
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.
I don't know if this counts as low poly but the polycount is 939 so... here is a low poly version of a Rubik's cube for an asset pack I have been working on:
Wireframe:
This is still WIP, its not completed but this is what i have gotten so far.
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 ^^
Replies
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
model
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
model
this contain 420 tris
https://www.artstation.com/artwork/amlqz
756 tris, more here
model
more images here
This model has 494 tris.
model
Blender and 3D-Coat. (1024px texture and 362 tris)
Need critics.
model
*Ops, It' has more than 1k poly. Sorry for that!
model
model
I'm aware the 1860 Henry could be optomized a bit more.
model
368 Tris and 1024x1024 texture.
model
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!
Wireframe:
This is still WIP, its not completed but this is what i have gotten so far.
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 ^^