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
The Sketchfab Embedder doesn't seem to want to work for me today, so here's the link: skfb.ly/66EZy and some renders:
The following images are a walk through of my process working im Maya, rigging and texturing, what I found really hard was rigging model and weight painting I still now struggle with it if there is anyone with some use full tips to help the rigging and weight painting stage easier I would be very much thankful.
It has been a long road with this knowing Maya for only 4 months and managing to produce this was a great achievement but now to me i know there are things i could really have done better but that's the fun of learning.
Under 2000 tris and under 1000 quads
My Art station for anyone interested
Positioning and dealing with rig problems.
Skinning not good and problems present with model deforming wrong and horrible
Working more with rig deforms trying to fix errors with deforming skin
Looking over the final texture map realizing there is no bleeding on the texture meaning i will have horrible lines showing.
Playing with face texture, low poly cover up, beginning stage for texturing no maps applied at this stage.
Ambient Occlusion Map applied to see where shadows hit and highlights shine, Finalized Model no smoothing applied
UV stage nearly done unwrapping
Final model done time for unwrapping
Block out stage beginning of the adventure
Concept stage rough idea of what i am looking to get in terms of my character.
This is my first model from VFS. The assignment was to create a character from reference under 2500 tri’s. The final count for this model is 2466. There are a lot of issues with it but I tried my best to make it look good. Any feedback is very welcome!
I made a ship for BallisticNG. it was really fun!
Make low poly man:) with 512 texture
I hope you like it )
Modeling: Maya LT
Final Render: Marmoset 3
937 triangles + an extra plane for the effects.
Feedback is very welcome!
More info here: https://www.artstation.com/artwork/mK49y
Low Poly Sub
Hope both style matches..
Male 632 tris, Female 746 - 256 diffuse.
More images in my Sketchbook and a marmoset viewer on ArtStation!
2825 tris all together, but each island is between 450 and 972 tris, all duplicates included.
Some around 1.5k tris
Sister from samurai jack 5 season
More images in the artstation: https://www.artstation.com/artwork/YEnKV
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.
Decided to paint his body wanyway, still not sure if it's the direction i should be going.
Low poly face)
28 tris each...
Reference / inspiration:
@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.
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.
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.
Original concept by Alexey Kutyrev - https://www.artstation.com/artwork/XdzKL
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
I'm New to lowpoly.
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.
[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.
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.
TL;DR? comments, criticisms and suggestions very welcome, hoping to revisit this design soon for a better model.
Oooh I do like the PS1-esque portrayal of the graphics. Very nice!
Need to find a couple of hours of free time to browse all I missed here...
Lowpoly chest I made for Unity Asset Store:
Texture in the corner
modelRepainted my some old low poly model
you're a horse guy!
get your game on!
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...