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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texture made dirty because it was conceived
I've been through the entire thread and I'd love to learn how to model cars too!
That said, Perhaps this arm might be better suited to the WAYWO thread or your own (sketchbook) thread - especially if you plan on doing more with this.
I'm gonna go and say that 840 tris is quite a lot for a single arm. At 840 tris per arm you'd end up with a character of 4000~5000 polygons, not exactly lowpoly. By comparison, this guy is 1628 triangles -a bit under two of your arms- and could still serve as a background character in contemporary games.
The point of this thread is not an exact polycount (though I admit I've used it as a solid limit a couple of times just for kicks) but more a certain mindset. For instance props in current games can be relatively low on tris (especially walls, crates) but they have advanced shaders. Heck, I've seen props in Mirror's Edge that were literally a box with textures. On the other end there are props with relatively small textures and high polycounts, such as trees which use a tiled bark and 2~3 branch variations. So the pure limits for a specific object are very different.
The important question you should ask yourself is not 'am I under 1000▲ and using a 256²' but rather 'if I were making a 3DS/iPhone game, would/could/should I do this?'. For most other characters it wouldn't work. There are a few exceptions, like Guitar Hero and Tekken, which are focused on 1 or 2 characters. And if God is the only character, or if he's at this size all the time, or if this his entire model (things which are quite plausible for the character of God, actually) it could work. But in most cases you should not use this many polygons on an arm. Low-poly is not about specific numbers, it's a whole mindset.
Aside from this mentality of considering real world application, I've found out that I (and likely you) learn the MOST when you push yourself the MOST. I'm not the only one who's noticed this either: lifehacker has a related article. Example:it's doable to make (fully featured) a hand in 500 triangles. It's tricky to do it with 200. Damn near impossible in under 100 triangles. But when you DO manage, you have a far better understanding of which bits and pieces are the most important.
With that said,
I dare/challenge anyone reading this to make an arm+hand under 200 triangles.
Make it as detailed as possible. Try to aim for at least having individual fingers. Push yourself.
The one who manages to impress me the most (not necessarily the best looking, can also be most improvement or something else) wins... hmm... oh! This, which seems appropriate for a game-art forum.
Lastly:
Kordman - you open a program, take a box and some cylinders, and you modify them a bunch. Modify them how you think it would look nicest. Then you post it here and we can give specific feedback on specific questions. Your request is too vague, kind of like asking 'how do I fix my car' to a mechanic. For now: gather reference and check how others tackle stuff, pay attention to the silhouette, and think about in-game use (which angle is most important, do you need to include an interior, etc).
paradise.engineering - you think you could spare a few tris to round out the garbage can? Or, you could use this, and even save some triangles! Yours is 40 tris without bottom, mine is 38.
gilesruscoe - the ears feel weird. They look too soft/floppy to be sticking up in the air. I also think the texture could use a bit more work; the tail and feet are quite low in detail (toes?) and he could use an extra 'material'.
TAN - you see how much of the shape you still have, at almost half the resources? That's HUGE savings!
10 sides instead of 6 with only 10 triangles more is really a great deal.
edit: i had to use 12 cause of the uv..
added more tris on his belly
Heres what i could come up with, 200 tri's exactly:
Also i agree with you about the blandness of my orange monster,, needs some kind of belly material to seperate out the skin, rushed him though and layed down the basics, might go back to him when i have some time (getting university stuff sorted out atm which is a pain in the ass).
It looks that you wanted to save tris with the arm, but went super detailed at the finger area. Also it needs a lot more vertex pushing, to many continues straight line flows even though you added intersections - but they do not change the silhouette - like wasted extra tris.
Im pretty sure, however, there is a better way of doing the hands, i saw some picture of blizzard's nightelf hands somewhere and they had some awesome shit going on.
Enemy Ship for Unity Title - 580tris.
snader: great tips and I liked the idea of "arm chalenge"...
Either is cool, just means I will be done faster/slower :P
edit: OK so I figure this is about the geometry so here is my entry, 200 tris on the dot.
This was fun
SDK brainfart @ 256x128
Also curious about starting and texturing a very low res texture 256x128 or 128x64. I could use some tips for packing my UVs and/or painting in photoshop.
Thanks.
Psyc0: Tight texture their man, loving the detail and crispness.
Any crit?
What I love about this kind of challenge is that it really makes you think about your workflow. Hope you find this usefull and good luck to all
https://apps.facebook.com/b-litefresh/
@fabio I think the 1 deformation helping loop you have on the index finger may be on the wrong side.
Not really finished but i got bored of it
647 tris
256x256 px text
Snipergen-That character has a ton of style using just a little information, nice!
This is my noobish attempted at some work. Might expand this to a full scene of 256^2 textures.
(Had a good look at spacey his TF2 lowpoly pack, so inspiring!)
Quack - Awesome painting. Love the wood!
that is awesome!
heres something for today. Listen to this after you see it.
Please show the wire!!
Joking, nice texture work Post the texture please?
I tried to make a " Shopping Women Zombie" for the previous game. Something close to that:
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256x256 Dİfuse Map. 479 Tris. Looking forward to hear for tips & tricks again
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They way you made the arms atm will deform them in animations.
Check this out, but don't mind the fingers
About your texture, i think you need to spend more time on it, try adding more details, being more subtle with shades and highlights cause atm it looks like you wanted to get it over with as fast as possible and you just threw some paint here and there.
to quote green, it needs more love.
edit: the arm is made by Fabio, and I'm not one of the experienced guys around.. sorry if i was harsh I just hope you rise your skills riding the learning curve
Oh and take Snader's advices over mine any day! but i don't think that was the result he was guiding you to.
Well I can't deny the golden circle thing
Don' t worry about the arms. I didn' t put a good wireframe screenshot so you can not see it but at the joint points there are extra tris for deformation. I cared about that.
Well you are right. I couldn' t find what else detail I could add ( it was 4:00 am ) and decided to put it here and get some advice. But now I look I think it could use a little more cockling on the dress.
About the hard shades, Snader told me that I should not be afraid to paint on hard shades, so I went ahead. But now you said it I will think it again.
Great arm modelling by the way paradise.engineering. Next model I am going to make will be closer to what you made I hope
Forgive me. The screenshots I posted was really a bad choice. Here is a better one with discriptions.
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I guess you are right about the gold part. I thought it was shiny enough but what harm it could bring to make it more shiny ?
Then what colour should I be using for my render backgrounds ? Something more lively ? I am open for any advice
With due respect, I think the face proportions you show is kinda... I don' t know. Are you sure about ' em ?
Meanwhile what is that " Tesco Bag" thing ? I always thought that the " shopping women" image was a bag of Prada or Beymen. But Tesco is something like a supermarket is not it ? Here is a high resulution of the difuse map. 1024x1024. If you look at the right hand bottom side you will see the bag part.
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@ 9skulls
I guess that means it' s ... okay ?
As far as the shape goes, i still stand with what i said, the way you highlighted the breasts makes them look very flat, no matter how much geo they use. Shade them like you would if you were painting the top of a sphere. The leg shape from side view is very wrong too. Women have curves, your model also has no ass.. look at some reference images (your homework is to look at sexy ladies, im sure you can do it) and use this in your model. It doesn't look like you spent a great deal of time on the model or the textures, try and push yourself.
TO DO List:
- Shade the breasts accordingly.
- Add curves to the model.
- Change the colour variety of the model.
- Add even more details to the texture.
- Look at sexy women and study them
- Don't be lazy while working on your model !
500 tri. 256x256 Difuse
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http://www.polycount.com/forum/showthread.php?t=40563
And rendering how to here:
http://www.polycount.com/forum/showthread.php?t=51622
Specifically max settings, since that is what your using.
i realized after i started coloring that i shouldn't have split the face in half u.u so I'm gonna fix that later.
[Edit] added wireframe
Sleepythylacine looks really good and good colors but i think your color variation is too obvious..try increasing the bluish opacity and add a tone of red or purple and definitely ADD some highlights