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 art style appreciation, so please take note of these rough guidelines:
- Keep models under 1,000 triangles.
- Scenes are fine, if all models are low poly.
Some dedicated low-poly modelling tools now exist that make this art style a lot easier to produce;
Crocotile3D &
BlockbenchHere's a handy list of ways to make your art look right in mainstream 3D software:
Low-Poly Art Style Guide
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what people mean is that A & D should steer the car, W should be acceleration and S brake.
she
and that's correct - dynamic shadows are a unity pro feature but if you are using the unity pro's trial (that is a limited 30 day trial) you can use shadows.
@Elementrix: Sweeeeeet! Keep it up! ga zo door
nice, you got those stencil shadows to work on the iphone?
(displayed with "smooth+ highlights" viewport mode)
just use a blinn shader or such, and abuse SELF ILLUMINATION to tone the shadows. I have given all her shadows a purple or dark blue tinge. You can also use coloured lights, just mess around with your scene until you get a good look. Skin tends to look nice if it's more yellow in the base and more pink in the shadows. Unwrap your model. And bake a complete map:
Now that's not a very pretty texture in terms of exact shadow placement, neither does it have any detail of course - but the shadows are already starting to give it form and it gives you lots of nice deep colours to use for painting!!!
So mess around and paint on top of that:
(sorry for the horrible UV)
Here is the model with the new texture - displayed in FLAT mode.
As you can see, the toned shadows from the bake was a big help. Even though your model is not as simple as this, I am sure it can help you.
And since I meant to post her in the thread anyway - Vivian from Paper Mario TTYD, 470 triangles. WIP texture.
Yeah doesn't look likely does it.
I thought all PVR chipsets had a decent stencil buffer? Even in the early days of '3D acceleration' they had the upper hand in the stenciling department.
Unity engine doesn't yet support realtime shadows for iOS devices. (it's nothing to do with the hardware, I'm sure a custom engine could do it, just how fast is the question)
(Maybe I'll change that to the thread title...)
yes, I can confirm, it's possible to do realtime shadows on iOS devices (got that in one of my own projects (custom engine) I am working on in my spare time)
Looooong time without posting. Here I go with some vegetables for a school project ^^
I guess as long as you have enough processing power left over for it then stencil shadows should be possible. Its just interesting to see how other people tackle the challenge.
No that mockup is in the maya viewport=) We are not using unity so I have no idea if it will be actually possible to do this on the iphone itself, and otherwise we'll find a workaround.
I think i should post the whole set of caricatures and idiotic VIPs i'm working on.
This one i call "Spooki"
Boredom in class resulted in this.....thing... it has some issues with timing but oh well
and i call it a "strong silhouette" ;-)
The flowers are going the wrong direction.....no wait, now they arnt o_O
*BRAIN HURTS*
I'm still pretty new to low poly, and any critiques would be appreciated.
awesome stuff in here as always!
Depending on how low you want to go, some of that stuff could be textured in. That yellow thing on the side and the grey bump on the handle for instance. Also, the detail on the front of the gun around the recess, as well as the purpley bit at the back of the gun could be lower. Watch out for 5 sided polys too, I guess its just good practice but I can see a few (in the recess, maybe by the trigger where it meets the gun), though I'm not sure if this matters. I guess if you converted it to be put in a game, it'd auto triangulate.
It's pretty cool though. It'll be nice to see it textured.
I LOVE that model, its got some real character to it, however i cant help thinking the run cycle from behind looks a little odd how his legs move out sideways so much? either way, keep it up
500 tri
1 texture 512x512
critic welcome..
This was an art test I did a little while backl. 378 tris and 2x64 textures.
texture size is 2*512
Your uv mapping still hasn't improved much since your last posts. Your modeling is pretty good, but you really need to work on utilizing texture space properly. Remember, on most, almost always with non-character models, you want to use one texture map. Mirror symmetrical parts and overlap them, and if a large area is going to be a single, flat color, like on your car, you don't need it to be taking up much room in your UV map.
Post your texture maps and me and probably a few others will do a quick fix.
Look at some of Tennis's work to see what I mean: http://www.kennethfejer.com/lowpoly.html
You could accomplish the same amount of detail in 128x128px or maybe even 64x64px.
UV mapping takes a piece of an image and stretches it over a poly. All that grey in your texture only only has a single unique pixel. You're using about 25% of your texture to repeat that same pixel over and over. Stretching a 25x25px area of a single color over an object has the same effect as stretching 4000x4000px of that same color over an object.
Also, make note of the symmetrical pieces. Each part of that tire is the same if split into fourths. You could probably split it into eighths.
There are more things I didn't point out, but you should be able to figure it out on your own.
Looks like you have tris going up to roof from wheel, but also have a poly for the window ? really can't tell what you got going there.
I think this is good advice. Definitely try to cut corners as much as you can. Personally, I find it easier to draw out the texture first, then move the UV's, instead of snapshotting something and trying to draw in it.
Doing the texture first might help you see where you can overlap UVs. Especially the windows. You don't even need another UV map for alphas, and if they're at that transparency, you could probably do it tiny, like 16x16.
I'm not sure if the detail is all there in the car, which is why you've left so much grey, if so, fair enough, but you could really cut it down a lot. Can't wait to see what you come up with.
Check out the rest of the game (so far) at: http://www.indiedb.com/games/gilbert
depending how he wants to use it, the "yellow thing" will probably need to stay as a separate mesh, maybe alpha plane?
I'm assuming it's a slide lock which prevents the slide from snapping back and making sound during firing, as with suppressed weapons the movement of the slide can sometimes be as loud as the sound from firing. So, in a first person view, you'd easilly notice that lever twitching with each shot.
However, he doesnt seem to have a suppressor on his mk22, so it's a little redundant anyway
I'm not totally sure, I'll have to ask hernan. Right now our terrain has no LOD provisions which will be upping the tri count quite a bit. It also depends on how many clouds and trees are placed in the maps, and we're yet to shift those onto the vertex buffer, or more importantly, use instancing. To give a general idea, the terrain is 256x256 quads, currently with no LOD optimisation (something we definitely need to look into) the clouds are about 18 tris each, and planes are all under 1000 with flywires, whch are turned off at most ingame distances, leaving planes at an average of about 600-700 though this really varies with different wing designs and stuff. I imagine a city to be 1500-2000 tris but i'd consider that a high estimate. Trees are 2 tris each but all ground objects become invisible at distance. There would be about 20-30 tris worth of smoke in the air per plane at any one time. The killer at the moment is the terrain, but next time Hernan is working on it, i'll ask him for some averages.
45 min play about, some wierd looking fat kid
64x32 texture
I love it.