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LOWPOLY (or: the optimisation appreciation organisation)

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  • amsmntparks
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    amsmntparks polycounter lvl 12
    robots.png
    Just a quick screen grab of some models for a game at work. The models are inspired by the amazing World War Robot designs. Each robot has a 256 texture. Two more coming...
  • Jernej
  • Jernej
    sorry for the double post. 9skulls could you post some wires of the biker :) it would be really great. What modeling package do you use ? if it's not a secret. Again great job man :)
  • premium
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    premium polycounter lvl 10
    9skulls: You rock!!! I'm really lovin' your stuff. :poly121:
  • paradise.engineering
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    paradise.engineering polycounter lvl 6
    Banner_HalloweenContest2.png
    Mr. green just launched the Lowpoly Haloween Contest
    those interested should join us here
  • 9skulls
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    9skulls polycounter lvl 10
    Mr_Drayton Haha cool! I assume you are just gathering some inspiration for your own bike eh? ;)

    Piesandbombs
    Hey hangover inspiration is the best kind! Looking forward to it!

    amsmntparks Looks nice! Though that red-green color combo hurts my eyes a bit, lol. Are those going to be in a game or..?

    Jernej @ premium Thanks. My original post is just couple of pages before (or, look at my sig) where you can find the wireframe renders aswell. I've since tweaked few vertices here and there but the basics are still the same. It's Blender all the way baby :thumbup:

    paradise.engineering Thanks for the heads up! I'm definatelly going to carve sum pumkins ლ(́◉◞౪◟◉‵ლ)
  • Zoid
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    Zoid polycounter lvl 10
    9skulls wrote: »
    Riding - Isometric:
    v3_riding.gif

    everything looks great but the polys on the tire I can't help but find too distracting.
    I thought maybe 12 sided rotated would help

    tire.gif?attachauth=ANoY7cooAwdtOs6CknbHxZiMvot0UYx1AxFGuPqDl3hY8IJUgZsH1fwSActzCxx11Ho7vzSHpULSdfWDC4gZcvk37XXqKZ8DdyEndN406h1_2mevlFF87rb9JVkhWozhVluUkYhxJie7xiDoNJma78O5wiaUBsV5AnXXZgBWjIfvRxWVbp7BiDyrcRtHy3p5w90IvonHtNN-&attredirects=0
    is the animation working for you guys?
    probably just a blur texture going through 3 frames, don't even bother rotating the geometry
  • Tigerfeet
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    Tigerfeet Polycount Sponsor
    9skulls wrote: »
    Since no other bikes have yet emerged, I need to push updates for my own one :poly145:

    Um, I think Baddcog made a bike I don't know though, was it for your biker gang? http://www.polycount.com/forum/showpost.php?p=1441977&postcount=7354
    9skulls wrote: »
    v3_riding.gif

    Anyway... challenge accepted!
  • Baddcog
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    Baddcog polycounter lvl 9
    Yeah it is, still needs textured :)

    (9skulls, your hubs still don't rotate- I find that more distracing being a biker than the polys clipping fender)
  • 9skulls
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    9skulls polycounter lvl 10
    Zoid wrote: »
    everything looks great but the polys on the tire I can't help but find too distracting.
    I thought maybe 12 sided rotated would help
    Thanks for your input!

    I think it is only a matter of taste. Those wheels could be lot rounder, sure, but I prefer them to have some roughness to it. IMHO it would create a bit too notable contrast to have such smooth 'n' round tires in such a low poly model, don't you think? Sure they are a bit sharp on the edges but it is a low poly model. It is supposed to be that way.

    Tigerfeet wrote: »
    Um, I think Baddcog made a bike I don't know though, was it for your biker gang? http://www.polycount.com/forum/showpost.php?p=1441977&postcount=7354
    Sorry my bad, I thought it was a w.i.p poly142.gif
    Tigerfeet wrote: »
    Anyway... challenge accepted!
    thumbup.gif

    Baddcog wrote: »
    Yeah it is, still needs textured :)

    (9skulls, your hubs still don't rotate- I find that more distracing being a biker than the polys clipping fender)
    Pfft... Well... You... They... WELL I GOT LAZY OKAY, YOU DON'T NEED TO SHOUT OKAY :'(
  • amsmntparks
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    amsmntparks polycounter lvl 12
    robots2.png
    The last two of the set. These are for a game, but I'll probably recycle them into more than one project.
  • Tigerfeet
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    Tigerfeet Polycount Sponsor
    9Skulls, I've never done any low-poly modeling before so I decided to emulate your style, I hope you don't mind :)

    Here's a preview, her bike isn't done yet:
    BaseColors.png

    How did you set up your textures for rendering? I'd like to do the same but I'm not sure how.
  • Zoid
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    Zoid polycounter lvl 10
    Tigerfeet wrote: »
    How did you set up your textures for rendering? I'd like to do the same but I'm not sure how.

    you want to use no lighting, 100% self illumination.. so max ambient tricks. or luminosity(incandescence)
    make sure to turn texture filtration off

    it is actually pretty easy to do, Max or Maya?
    if using maya make sure to use power² textures as nonx² textures will get a pre-filter blur applied to them (at least in the view port which makes editing harder)

    as for png output to have a good transparent outline with anti-aliasing and no ghosting you will need to set "pre-multiply" (i think that is in the camera setting?)
  • 9skulls
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    9skulls polycounter lvl 10
    Tigerfeet wrote: »
    9Skulls, I've never done any low-poly modeling before so I decided to emulate your style, I hope you don't mind :)
    Hey no problem! As long as you throw in some boobs 'n' stuff it'll be just fine :poly108:
    edit: okay, realizing that you were actually not he but she, I'm might've sounded like a douche there :D
    Tigerfeet wrote: »
    BaseColors.png
    ... Which you seem to deliver already. I like it :D

    Seriously if this is your first try at low poly, you are doing great already! Post dem wires too so we can see how you've built it. Judging from the shapes it seems like there should be everything alright.

    Can't wait to see the complete texture on her... and her chopper too :polytwitch:
    Tigerfeet wrote: »
    How did you set up your textures for rendering? I'd like to do the same but I'm not sure how.

    The first thing I do is to make sure there is no anti-aliasing when rendering the final image out. That of course is done by unticking the AA checkbox:
    72162216.jpg


    Then I select my object and go to the material-tab and make sure it is shadeless. This is because I want my object to appear flat in colour (meaning: no shadows on its surface etc):
    23127568.jpg


    Then, with that material selected, I go to the texture tab and make sure the texture is set to "Premultiply". I'm not exactly sure what it does, it probably only affects how the image alpha is handled, but I've noticed that it makes the texture look better so I tend to have this on all the time. Next step is to make sure there is no image sampling going on, so I untick the MIP-mapping and interpolation options as well as set the filter size to as low as possible, just in case. Mapping should of course be set to UV if you plan to unwrap your model.

    54408064.jpg


    And that's about it, I guess. I usually go to the program settings and set the mip-mapping option off there too so that the texture will look crisp'n'pixelated in the viewport aswell.
  • Zoid
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    Zoid polycounter lvl 10
    9skulls wrote: »
    H"Premultiply". I'm not exactly sure what it does
    It tells the software to blend the background color with the objects outlines, it causes ghosting if you composite it without accounting for this feature

    2011-10-15_1321.png
    what software are you using? i don't recognize it
  • 9skulls
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    9skulls polycounter lvl 10
    Zoid wrote: »
    It tells the software to blend the background color with the objects outlines, it causes ghosting if you composite it without accounting for this feature

    2011-10-15_1321.png
    Thanks for clearing that up! So what practical use could that be of...? Just a "poor man's way" of doing edge outlines?
    Zoid wrote: »
    what software are you using? i don't recognize it
    Only the best of one out there, Blender :)
  • Zoid
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    Zoid polycounter lvl 10
    9skulls wrote: »
    a "poor man's way" of doing edge outlines?
    It must be the precedent/legacy of early composting, since in film you use black = no exposure,
    thus all digital composting was made with film to handle layers knowing things would need black to drop out to 0.. so it all kinda just developed from there and stuck
    (in maya you can set your bg color in camera to w/e you want (default is black))

    I certainly would never want that feature on, i think the tools of digital art have just refined to make it a bit obsolete,
    so I often find myself shutting it off in Maya
  • Tigerfeet
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    Tigerfeet Polycount Sponsor
    Oh geez blender xD I'm using Maya. I remember self-illumination from Max, so I tried increasing the Luminescence in Maya but it mostly just made everything shiny (was using a lambert), then I found the Toon button. So I'm using that shader with just flat colors to get the texture to display without shadows. I messed a little with the toon outline but wasn't able to quickly get something that I was happy with, so I'm leaving it off for now. I'm not above adding an outline manually in photoshop. Also I added a nose :)

    Here's my wires, simple viewport capture (I don't know how to render wireframes):
    Wires.png

    I'm excited to see the detailed texture too, and DEFINITELY the chopper! Since it's more complex though I wanted to practice getting the rider how I wanted before I tackled it.

    Edit:
    9skulls wrote: »
    Hey no problem! As long as you throw in some boobs 'n' stuff it'll be just fine :poly108:
    edit: okay, realizing that you were actually not he but she, I'm might've sounded like a douche there :D
    No offense taken :D
  • Zoid
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    Zoid polycounter lvl 10
    Tigerfeet wrote: »
    Oh geez blender xD I'm using Maya.
    this is the basics, and should do most of what you want

    2011-10-15_1422.png
    set anti-aliasing however you like

    open source?! just downloaded blender.. see this is what Google$ is for imo, should just hand those people $10 million and help distribute it as well and make it part of the google/docs arsenal
  • 9skulls
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    9skulls polycounter lvl 10
    Hey it is coming together nicely!

    What, minor nitpicks you say? Coming right up!

    h33c.jpg

    And also the nostril area seems to have currently 1 whole poly + 1 additional tri on each side. I guess it'll make the end of the nose a bit rounder, but will it be noticed?
  • Tigerfeet
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    Tigerfeet Polycount Sponsor
    Ah! Thank you Zoid, that worked perfectly!

    Thank you for the nitpicks too 9skulls. I'll get to work on those :)

    Edit: Tris are down to 306 :thumbup:
  • Zoid
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    Zoid polycounter lvl 10
    Tigerfeet wrote: »
    Edit: Tris are down to 306 :thumbup:

    75% of your effort should be the texturing though.

    the mesh needs to be emphasized into the role it plays
    1) only as silhouette to show off good texture work
    2) just the vehicle to make clean+efficient UVs, so less distortion
    3) joint complexity dependent on skinning quality, flexibility + range of motion.

    remember it wont matter if you hard or soft-edge a 100% self illuminated texture
    ... if you need a nose to look like is sticks out from front viewing but not really from the side, there is no need to model it,
    just paint it to look like it exists Trompe-l'œil
    same with any indentations

    think a little less about texturing a model, think more like you are modeling + uving a texture

    Tennis, has a great portfolio i like to show for people who like to be low poly inspired
    http://www.kennethfejer.com/lowpoly.html
  • 9skulls
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    9skulls polycounter lvl 10
    Zoid wrote: »
    Tennis, has a great portfolio i like to show for people who like to be low poly inspired
    http://www.kennethfejer.com/lowpoly.html
    That guy is a genius. He has been my personal low poly messiah for a good while now :thumbup:
  • Zoid
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    Zoid polycounter lvl 10
    9skulls wrote: »
    That guy is a genius. He has been my personal low poly messiah for a good while now :thumbup:
    Z-dead as well, but he doesn't seem to have his low poly fighter up anywhere >.<

    http://jim-art.blogspot.com/
  • 9skulls
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    9skulls polycounter lvl 10
    Zoid wrote: »
    Z-dead as well, but he doesn't seem to have his low poly fighter up anywhere >.<

    http://jim-art.blogspot.com/
    ALSO lets not forget Ben "OMFG HE GOT POOP IN HIS MOUTH" Mathis http://www.poopinmymouth.com/3d/3d.htm
    One of the guys who got me interested in low poly, or better, 3d in general.
  • Zoid
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    Zoid polycounter lvl 10
    9skulls wrote: »
    ALSO lets not forget Ben "OMFG HE GOT POOP IN HIS MOUTH" Mathis http://www.poopinmymouth.com/3d/3d.htm
    One of the guys who got me interested in low poly, or better, 3d in general.

    OH yai??? <cracks knuckles> lets do this!
    HOW ABOUT PIOR!??
    spellborn_dog.jpg


    heh! even found my re-version of it
    spent a few hours re-making his model to learn how it all worked and wisdom+1
    3995783161_679673cd84_z.jpg

    not even chuck norris could fan boy like i can! /flex,
    ...and that is WIP so it is still on topic ;p
  • Baddcog
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    Baddcog polycounter lvl 9
    ummm, after seeing those dogs I'm embarrassed but here it goes...

    For the lowpoly workshop pumpkin carve

    Alright, tex is almost done. 999 tris. 256 tex

    I call it

    Snow Time for Messin' Around (was the corniest title I could think of)
    SnowTime_early.jpg
  • Tigerfeet
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    Tigerfeet Polycount Sponsor
    I've got an update on my Edge Splitter! Finished the rider, and I'm looking forward to getting started on her chopper tomorrow.

    GirlWireSpin.gifGirlTextureSpin.gif

    And here's my texture:
    BikerChick_MasterTexture.png

    After looking through some examples I did a lot of re-arranging of the UVs. I didn't realize until now that when you're working this small the orientation of the pixels is as important, if not more than the amount of space allocated to the polygons.

    Bonus image for barefooters:
    Barefoot.png
  • Baddcog
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    Baddcog polycounter lvl 9
    She's looking good, but I think the dark on the feet should be opposite so the arch is the dark spot.
  • 9skulls
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    9skulls polycounter lvl 10
    Tigerfeet wrote: »
    I've got an update on my Edge Splitter! Finished the rider, and I'm looking forward to getting started on her chopper tomorrow.

    GirlWireSpin.gif

    Turntableees! \o/

    What is going on with the right side of the nose? Is it black because of flipped normals or is the texture just stretched over it?
    Tigerfeet wrote: »
    And here's my texture:
    BikerChick_MasterTexture.png

    After looking through some examples I did a lot of re-arranging of the UVs. I didn't realize until now that when you're working this small the orientation of the pixels is as important, if not more than the amount of space allocated to the polygons.

    Do you use pixel snapping when arranging your uv islands? I recently discovered that option myself and it instantly made my life hell lotta easier.

    If that was my texture, I'd work on the colors bit more to get them work together a little better. To my eye the greenish yellow of her shirt and the yellow in her loincloth are a bit off from the scale of what I call good looking colors. I'd make them both use the same color and try to find a tone that fits for the character, maybe something like this:

    before-after.gif

    That smirk on her face is hot btw.
    Tigerfeet wrote: »
    Bonus image for barefooters:
    Barefoot.png
    This is just wrong, but I couldn't resist:

    :poly129:


    Waiting for the bike!


    EDIT:
    And also what he said:
    Baddcog wrote: »
    She's looking good, but I think the dark on the feet should be opposite so the arch is the dark spot.
  • 9skulls
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    9skulls polycounter lvl 10
    Zoid wrote: »
    OH yai??? <cracks knuckles> lets do this!
    HOW ABOUT PIOR!??
    Ok tough guy, you really wanna go down that road? Fine, I'll raise the stakes with Brad Myers' Maxx http://www.bradm3d.com/TheMaxx.html ;D

    @Baddcog Your entry looks good! I'd add a bit more shading to the colors, to me they look a bit washed away now. Can you also post the wires?
  • paradise.engineering
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    paradise.engineering polycounter lvl 6
    wip2.png
    still heavily wip 574 tris 256x256 texture
  • Betty Hime
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    Betty Hime polycounter lvl 9
    Hey, I was hoping one of you could help me out. I've been trying to lower my tri-count on one of my models. However, as illustrated in the image below, when I click on either of these faces, it selects both of them and tells me my tri count is 4 instead of 2. I've made sure all the vertices are merged, but no joy. Anyone give me some advice? I am using Maya 2010.example.png
  • 9skulls
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    9skulls polycounter lvl 10
    wip2.png
    still heavily wip 574 tris 256x256 texture

    Well there goes my idea of cigar smokin' pumpkin :poly142:

    Gloves should maybe have slightly more shading to help read it better? Also why is there seam running through the shoes? :P

    Looks nice anyhow!

    @Betty Hime Have you just simply tried deleting all the faces on that side of the object, and then making them from scratch? Because now those 2 tris clearly share some of their geometry because your app sees them as 1 single poly.
  • Micah
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    Micah polygon
    As everyone else is showing their low poly pumpkins, I might aswell do it:

    donem.png
  • Baddcog
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    Baddcog polycounter lvl 9
    Severly bummed out. I went through and did text work for at least a half hour, didn't save and ps crashed :(

    Might call it good, might come back...

    Wires
    pumpwire.jpg

    I could probably lose a section height wise in the pumpkins, couple faces from the stems, one tri per snoflake.. Not too worried though, it's under budget
  • paradise.engineering
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    paradise.engineering polycounter lvl 6
    9skulls wrote: »
    Well there goes my idea of cigar smokin' pumpkin :poly142:
    Gonna use the punk one for your bike contest too :)
    I still need to shade some parts more and fix some seams
    wip3.png
    Lowpoly Haloween Contest


    edit:
    wip4.png
    I've reduced the texture size to 128x128 and I like it better this way.
  • Betty Hime
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    Betty Hime polycounter lvl 9
    I deleted and re-drew the lines. This seemed to fix the problem! Thanks!
  • Tigerfeet
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    Tigerfeet Polycount Sponsor
    Micah: I love your pumpkins! It looks like you've got them rigged for some squash and stretch, is that right? They're super cute and I love the monochromatic color scheme :)

    On my biker chick, thanks a bunch guys :)

    About the nose being black on one side in the wires... remember how I said I didn't know how to render wireframes? It's just a texture on top of the model. I'll make sure to find a nicer looking solution for a final render. It'd be nice if I could put this in my portfolio :)

    I'm not sure I agree on the color critique, but I'm not very sure of my own eye either, so I made a couple of changes with different colors and I'm going to sit on them for a while to see which one I like. I made the texture completely modular though so color changes are no big deal :) Right now though I'm leaning toward making the shirt white and the sash/gunbelt dark grey. I think it punches up the teal in the bandanna a lot more.

    I'll refrain from posting more images until I've got something to show for the bike :)
  • 9skulls
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    9skulls polycounter lvl 10
    My entry for the Halloween contest:


    horriblehorriblepumpkin_v1.gif

    »
    Tris: 282



    pumpkinpie_tx.png

    »
    Texture: 128x64

    Not very original, but hey, it has a stick stuck into his.. head, or body, or, something.
  • Pivot
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    Pivot polycounter lvl 6
    A biker!!

    bikerwip2rerend-s.png

    The texture's still a work in progress, but I really should be doing school work instead :X

    Here's the wires, but there's still a couple extraneous triangles lying around here and there (and I need to redo the neck) (agh)
  • 9skulls
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    9skulls polycounter lvl 10
    @Pivot Looking good so far! That vertical eye patch is brilliant :D
  • Micah
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    Micah polygon
    Tigerfeet wrote: »
    Micah: I love your pumpkins! It looks like you've got them rigged for some squash and stretch, is that right? They're super cute and I love the monochromatic color scheme :)

    Thanks, and yer thats the idear, but animations have never been my strong point...

    9skulls: thats sick! stick looks like stone to me though, think its the colors.
  • Rapante
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    Rapante polygon
    @9skulls thanks for making me do this :) now it's up to you guys to split some more edges :D

    had tons of fun making it, and will do the rider soon, so it's a complete piece of work :)

    powerbike.png

    and a turntable

    powerbike.gif
  • Racer445
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    Racer445 polycounter lvl 11
  • 9skulls
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    9skulls polycounter lvl 10
    Rapante wrote: »

    powerbike.gif

    I THINK I JUST CAME.


    REALLY.


    Seriously duuuuuuuuuuuude! IS THAT NOT THE MOST EPIC THING EVER!? :polytwitch: :polytwitch: :polytwitch:

    It is so beautifully crafted that I could cry. It's so chunky but yet so streamlined, and it looks really "authentic" if I may say so. Shading and color choices are top notch and I can't see much of a texture stretch despite all the slightly curved shapes. Just awesome. And the most awesome thing is that you obviously had so much fun doin' it which really was the whole point in here.

    Great job mate. If the bike itself was this cool, then the biker must be out of this world :poly142:

    PS: Could these edges be trimmed away?
    asdsu.jpg

    PPS: Talking about the smooth shading, did you use soft brushes there or is it baked AO that I am seeing there?
  • Baddcog
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    Baddcog polycounter lvl 9
    Rapante,

    Nice ride.

    But people, HUBS need to spin with wheels ;)
  • 9skulls
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    9skulls polycounter lvl 10
    Baddcog wrote: »
    But people, HUBS need to spin with wheels ;)
    Look who's talking, mr "oh-I-haven't-even-finished-my-bike-yet" :shifty:
  • Rapante
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    Rapante polygon
    thanks guys, glad you dig it!

    yeah you're probably right about the top two edges, guess I'll get rid of them when I do the rider :) I could trim the on the wheel cover as well, but I rather have it retain it's roundness here, maybe I'll strengthen the curve, make it a bit more prominent :)

    The shading is a mix of two, it's both an AO pass (yeah, I know filthy cheap cheating :D) and manually done gradients I've layered on top of the pixeled stuff where needed.

    9skulls wrote: »
    Look who's talking, mr "oh-I-haven't-even-finished-my-bike-yet" :shifty:

    haha that literally made me laugh to tears for a few minutes now :D
  • Tigerfeet
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    Tigerfeet Polycount Sponsor
    Rapante wrote: »
    powerbike.gif
    :poly101: That's gorgeous! Enough to give a girl stage fright.

    Honestly I don't know anything about bikes, so I decided to make something completely ridiculous. Also I still work kinda slow :/

    I did figure out how to render proper wireframes though! Turntable, GO!
    BikeWireSpin.gif
    It's 633 tris, and looking at the model that number seems a little low, could Maya be lying to me?

    I've got a texturing and animation question for you guys too. Have you merged all the pieces into a single mesh?
    - If not, how do you get all the UVs sorted so there's a single texture?
    - If so, how do you go about animating different pieces of the same mesh, wheels spinning, body vibrating?
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