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
It's so clean.. :poly115:
How do you do that? Especially those gradients..
For the clean gradients you mentioned i just used the circular setting for the gradient tool to mark of what was gonna look like occlusion and then do it on a second layer underneath with midtones and lower opacity merge them and take the base color and blend what was left. I experimented a lot with this process so i wasn't sure how well people would like it.
I'm not sure if I fully understand your process.. but I like it :poly136:
Thanks btw Bloom was my first ever project outside of school I learned quite a lot and met great and fun people Are you a local?
Sadly my wallet doesn't allow me to But be sure to have fun and spread the awesomeness
Here's a render from Blender itself.
Unity Lip Sync Demo
He's not all that pretty, but he's getting the job done.
No bone, just blend shapes. Doing it with a bone would have been more complicated than just yanking the jaw with blend shapes. I'm trying to keep this one as simple as possible.
What is the final count if you don't mind me asking?
I sent a PM to hawken, asking if he could update the first post with that info.
Bulbasaur: 220 tris
Charmander: 428 tris
Squirtle: 390 tris
How do you accomplish this "uniform" lightning without darker or lighter areas? I tried to render like that but either one side is too dark and the other too dark, or everything too brigher, but never uniform.
Is this accomplish with the right light setup or is a shader/material setup?
Also I'd suggest rendering with unfiltered textures and no AA unlike what he's doing, it would look a ton better.
I use Maya and apply my texture into the incandescence node and set the colour node to completely black. idk other packages very well but I'm sure there's something similar for them.
And I did use unfiltered textures on those, I just don't know how to save the gifs to look as crisp as they do in Maya yet
Anyway, here's something I made for my mom for mother's day:
For a friend. Turned out very K.K Slider.
For April's character challenge.
Nice style! I love it.
nak1411, looks good for a first try although I think you went a little bit too overboard with your metal :P a lot of spots you've got there.
Great work for a first attempt!, Metal is tricky and can often look like stone, but for a first attempt, this is awesome! Geart work !
Here are 2 quick projects I did few days ago to study different lowpoly styles and have some fun.
Thanks, yeah now that you mention it, it is a bit too noisy.
Thanks DemonPrincess good point, I'll try pulling back the rendering around her mouth some.
Model is 846 tris
It needs a bit of tidying up but was good practice! :poly142:
Davens post here > http://www.polycount.com/forum/showpost.php?p=2045681&postcount=2
Shark Tris 458 1 X 512 Diffuse Map
Here's the concept if anyone wanted to take a peek:
My questions are: Would a budget of 2,000 tris tend to apply to the character himself or the character and all of his props?
Also, the concept shows a necklace, so what would be the best way to go about doing it? Model out the string similar to the belt, use an alpha, paint the string into the diffuse, or ignore this detail altogether for a mobile character?
The hand topology is also giving me a bit of trouble. I'm not sure how many edge loops I need around knuckles for proper skinning, as I see some mobile characters only have one. I've had a look in the wiki at some examples and will revisit the shoulder and elbow areas with some new information in mind but any extra info about hand topology for mobile would be great. ^^
I'm also trying to get away from the mentality of everything having to be quads since I know this isn't necessary when poly count is so low. Sorry for spamming you guys with questions - you just seem like the best people to ask.
1220 tris for the female, 1154 for the male. I could probably reduce them quite a bit, but I want the extra polys to avoid distortion when animating.