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LOWPOLY (or: the optimisation appreciation organisation)

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  • Mr_Drayton
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    Mr_Drayton polycounter lvl 8
    @9Skulls @Leisure_Centaur @Ged
    This is for sure precious help and feedback! Thanks guys! :)
    I admit, the GUI style I have now is the same identical GUI style I used at the very beginning of the project. I liked it before, I still like it somehow, but you are right on all the points: it doesn't stand out... And shame on me, I'm noticing it only now!
    Looking at that PlayPeep website makes me want to redesign the whole GUI from the scratch. And probably I will do it, my GUI is way below the average! D:

    @Kio
    Hey, it looks lovely!
  • Leisure Centaur
    @Baddcog

    Seriously, thanks so much, I feel like you should be getting a consultancy fee here, so helpful!

    I shall look into getting the orbs nice and glassy, minimum number of tris for a lowpoly sphere? ;)
  • Baddcog
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    Baddcog polycounter lvl 9
    Here's my paypal :)

    I wouldn't say there's any set number, just make it look even with your model.
  • lean
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    lean polycounter lvl 5
    @Leisure if you're keeping the style you've been doing, I'd say you could get away with about 20-30 tris.
  • 9skulls
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    9skulls polycounter lvl 10
    Wow, I just read that the original Crash Bandicoot model was as much as 512 tris total and was animated purely with vertices instead of bones. Also the original game engine was able to show around 1800 tris per frame.

    What does this have to do with anything? Absolutely nothing. Carry on. Great stuff here!
  • Tigerfeet
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    Tigerfeet Polycount Sponsor
    @Leisure Centaur Might I suggest a geodesic sphere? I think you'll get a more regular round look with that even if you have to cut polies enough that you get some sharp edges in the silhouette.

    Also if you REALLY want to save polies you could not model the scarab at all, just put a couple planes in there with the scarab on as an alpha texture.
  • 9skulls
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    9skulls polycounter lvl 10
    Tigerfeet wrote: »
    Also if you REALLY want to save polies you could not model the scarab at all, just put a couple planes in there with the scarab on as an alpha texture.
    Or if you can afford the extra texture space instead, you could make the "orb" of just a plane with circular alpha map and spend all the extra tris in the critter inside. You would then make the "orb" plane face the camera at all times so that it'd appear as an actual orb.

    Though you really need to sacrifice big chunk of your texture for the orb just to make sure the orb's edges won't look all jagged up when viewed at close range. And to make sure that the critter won't clip through the plane.

    I guess it all depends on how close will the viewer get to the orb. It'd also require the orb to be a perfect circle all around.. And it might still end up looking horrible.

    Meh, just follow what Tiger said :baby:
  • D4V1DC
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    D4V1DC polycounter lvl 13
    Tysho wrote: »
    stanrender1.jpg

    This guy looks like so much f-ing fun congrats, if I were you I'd expand on this idea.

    Awesome work everyone!:thumbup:
  • GabrielP
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    GabrielP polycounter lvl 7
    Dang that demons is rockin Tysho!

    Anyways here is my good friend, Nibbles:
    Nibbles.png
    thoughts?
  • Seyhk
    Nice Gabriel, maybe you should high light some more parts that are supposed to have shadows, but i'm not the best person to criticize, he looks really good ^^

    Here's the guy i'm praticing hand painting on, still wip
    MoblinUP.png
    1000 tris - 512 texture, Sorry if the image is too big, i don't know how to size down here on polycount.
  • Tigerfeet
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    Tigerfeet Polycount Sponsor
    @Seyhk Is he a moblin? That silhouette looks really familiar. I like the trick you did with the skulls, modeling two and putting the other two on the texture. I'l have to remember that!

    @GabrielP I agree with Seyhk, I think the texture (specifically in the hoodie) needs more contrast, more highs and lows. Right now it all kind of blends together into a blob. That evil face, is that just a replacement texture or is it extra geometry that you bring forward? Either way, I like it, reminds me of Annie in LoL :D
  • GabrielP
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    GabrielP polycounter lvl 7
    Thanks guys for the complements! Ill start playing with contrasting it more now.
    @Tigerfeet The evil face is just a plane behind the head, the head and the hood/plane have two separate bones rigged to them, so the head can sink back into the darkness to reveal the evil face.
  • Daaark
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    Daaark polycounter lvl 13
    GabrielP wrote: »
    Dang that demons is rockin Tysho!

    Anyways here is my good friend, Nibbles:
    Nibbles.png
    thoughts?
    The model is getting completely swallowed up in the gradient texture!
  • felipefrango
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    felipefrango polycounter lvl 9
    GabrielP, I think it desperately needs some ambient occlusion or at least some contrast and color variation. I can barely read her facial features, and it's really popping even though it's under a big hood.
  • GabrielP
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    GabrielP polycounter lvl 7
    Alright all, thank you so much for all the advice! Spent a bit of time with the texture and I think its about finished, thoughts?
    Nibbles-1.png
  • Seyhk
    @Tigerfeet I thought he were a moblin too, but i've just learned that the correct name is bulblin, lolz
    I miss my zelda games..
  • felipefrango
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    felipefrango polycounter lvl 9
    @GabrielP Hmm, I'll have to be completely honest here, IMHO it looks worse. By painting light and shadow in what looks like cloth folds you kinda killed the flat style you had going on. I think you can enhance it without worrying about small details at all.

    This is a quick paint over with a suggestion of what I mean, I don't know if it differs much from the style you're aiming but whatever.

    abLsr.gif

    All I did was add some levels/brightness/contrast/curves adjustment layers, pain in some highlights in the eyes (some blue in the normal eyes and some oranges in the evil eyes), add in some fake ambient occlusion (which I tinted purple, you don't wanna just add black shadows, it'll look dull) and that was it.

    Baking an AO from your low poly is easy no matter the program you're using and there are plenty of tutorials out there, I can help ya if you can't find any. Just add the AO bake in a layer on top of it all in Multiply mode, colorize it with a hue/saturation adjustment toa nice purpleish tint or something and you've got yourself a good starting point.
  • GabrielP
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    GabrielP polycounter lvl 7
    Wow, I had done some stuff with AO maps before but I had no idea the effect it could have on a low poly models texture. Thanks so much felipefrango for the heads up. Here is what she came out as. Nibbles-3.png
    Personally Im a fan of the bit more detail I added with the wrinkles so I decided to keep that :)
  • felipefrango
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    felipefrango polycounter lvl 9
    Cool, it has popped a bit more now. As for the wrinkles don't worry it's all a matter of visual direction, I thought you wanted a flatter look but this works just as well. Overall I personally think it's still a bit pale and unsaturated but again, it could fit depending on the visual direction you're following. Either way congratulations, it's improved a lot. :D
  • Baddcog
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    Baddcog polycounter lvl 9
    Nibbles is looking pretty sweet now.
    The only thing I would nitpick is the teeth. You basically used that many tris to make them on an alpha plane, and they are only triangles anyway.

    So just make them out of tris, save the alpha (expensive). It would also bake a bit more tooth detail in the ao that way. (right now you can see a very straight poly created line across her head (would you see that in game, probable not but...).

    I like the toes pointed in when she is a girl and pointed out when she's a monster, it is a very minor detail but gives a really strong passive/aggressive vibe.
    Details like that take 10% effort and give 100% gain imo. (don't know if you planned that or not but it works)
  • GabrielP
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    GabrielP polycounter lvl 7
    Thanks every from the complements and advice on Nibbles!

    Well, another day, another lowpoly character, meet RYAN! the lion slayer.
    LionSlayer.png
  • felipefrango
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    felipefrango polycounter lvl 9
    Interesting but lacks high frequency details, and your texture resolution could support it easily. If it's supposed to be this blurry texture size could be squished to a 128 with little loss of detail.
  • lean
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    lean polycounter lvl 5
    if you feel like improving him maybe you could use some harder shadows, adding a little detail to the body. I mean, like shading the body in the same way you did with the face.

    Also, the texture doesn't line up in his inner arm.
  • Tigerfeet
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    Tigerfeet Polycount Sponsor
    GabrielP, here's a trick. When you're looking at your model and texture sheet kind of cross your eyes so everything gets blurry. Can you still pick out where the different pieces are? When I do that to the lion tamer he all kind of blends into a single color His skin and clothing and trophy hat are so close in hue, value, and saturation that it's hard to tell where one stops and the other begins. A quick way to fix this would be to make him black :)

    Also, that doesn't look like any lion nose I've ever seen, kinda like a cow or horse nose I'm afraid.

    I do really like his face, lots of character there :)
  • ChristianB
    256x256 texture on it, prob gonna put more work in the diffuse

    Rat.jpg
  • Seyhk
    Cool character gabriel!
    I Also need some advice on this
    Goblin.png

    Ps: i didn't get the crossing eyes thing Tigerfeet.. can you explain more clearly for me? :)
  • lean
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    lean polycounter lvl 5
    ChristianB - I love it!
    Seyhk - Tigerfeet meant unfocus your eyes and see if you can distinguish the parts of your character.

    had this going for a while, I don't think that I'll be improving it:
    badd.png
  • Tysho
    Thanks for the kind words, people- I'm currently working on a pal to go with the demon dude- the little green guy in the middle of this pic I did... Absolutely loving the stuff in here so far (I've actually gone through the entire thread)- really inspirational.
    heckcharacters2.jpg
  • ad456m
    This is one of my favorite threads on the internet just now. Loads of epic stuff.

    I'm learning blender with a view to use my models in unity and thought this would b a good place to find out what rookie mistakes I'm making.

    screenxok.jpg


    Blender says this is about 560 ish so need to get rid of a few polys to get under a thousand as the model is mostly quads.
  • Tigerfeet
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    Tigerfeet Polycount Sponsor
    ad456, I have no idea if any of the other artists do this, but I've just started thinking in tris, especially for low-poly models. The project I'm working on now has a tri limit for characters between 2-300, so I use a lot of them.
  • funkdelic
    @lean : awesome style mate, reminded me of Madworld for Wii. =]
  • GabrielP
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    GabrielP polycounter lvl 7
    Neat style Leon

    Tysho, Im so freaking stoked to see what you come up with, I dig the style.

    Im in the same boat Tigerfeet, it makes more sense for low-poly models anyways. Of course tries do not animate well,s o Its not a terrible idea to keep some quads around areas that will see a lot of movement.
    ad456m, if your planning on animating him your going to create some joints.
    Here are a couple options for that:
    download.jpg
    or "more tris in this one"
    images?q=tbn:ANd9GcTQN20eDokDiC8o1aUvEQYhUzijlR80F02auZts5fRlRNTzrqjX3g

    Or my personal preference:
    lowpolyleganimation.png
  • PolyHertz
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    PolyHertz sublime tool
    Made something low spec few days ago for a change of pace between highpoly shenanigans.

    scaled.php?server=826&filename=birdlamp.png&res=medium
  • lean
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    lean polycounter lvl 5
    GabrielP, funkdelic: thanks. I really like Madworld's style, but I don't own a Wii so I've never played it myself

    Tysho: Awesome painting.
  • Seyhk
    Awesome polyHetz, but is possibe to do some "Lighting" effect on the pole around the lamps with the resolution that low? i think it would look cooler :)

    Here's my try.. again.
    OliverWIP.png
  • 9skulls
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    9skulls polycounter lvl 10
    @Seyhk Hey that's lookin' mighty good. I like that asymetric sleeve, gives a bit more personality. I'd have gone a bit more wild with that, but I guess it probably would not have worked out well with the style you are aiming at. Topo looks good. Are you going to do any facial animations with that model? There certainly is enough detail to do some hardcore low poly expressions :D

    Can't wait to see the final texture!
  • lean
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    lean polycounter lvl 5
    Seyhk: It's looking good, but it seems like he has no fingers.
  • GabrielP
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    GabrielP polycounter lvl 7
    A new piece in the works, still wip, comments are welcome.

    Xnooru.png

    Hes under 1000 tries and I'm working on a 1024x1024 texture, will probably scale down to a 512 when I finished.
  • Seyhk
    @9skulls thanks man, glad you liked, i will probably do some facial animations, but it would be my first try ever so i don't think its going to look great.

    @Lean His hands were supposed to be closed, but i'll try to fix that, thanks. ;)

    @Gabriel fucking creepy, well done!
  • GabrielP
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    GabrielP polycounter lvl 7
    Haha thanks Seyke, before you start on animation Id nail out those cloth textures first, still loads you could do with them.
  • Seyhk
    Yes gabriel, but it seem to be a problem for now, well, i tried now and it came out like this
    OliverClothUp.png
    I know that i should put more love in the drawing, but i would like to see some suggestions before i put more time into this, any help is welcome please.
  • Seyhk
    quick Up.
    OliverUp.png
    Edit: Scaled down the texture to 256 and didn't see any difference, so i'll keep on 256:(
  • 9skulls
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    9skulls polycounter lvl 10
    #### Anonymous daily leak #154994
    
    Just for the lullz of it, a miniature anon :D 488 tris (including the hat and mask), 128x128 diffuse. Check the download link below which contains the full rigged model (.blend) + texture. You may do whatever you wish with it.

    Also, if someone could give me some points of improvement considering the rig, I'd really appreciate it.

    ZJwyu.gifM48FS.gif

    And some wires:
    oKwIX.png

    > Download here <




    EDIT: @Seyhk Wholy sh*t batman, that's one big improvement on the jacket texture! Great job!

    EDIT2: A small fix to the uploaded file.
  • Seyhk
    Fucking Gold nineskulls, + 1 for you and anonymous - 1 to pipa and sopa ^^
    Very inspiring style!
  • Baddcog
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    Baddcog polycounter lvl 9
  • hawken
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    hawken polycounter lvl 14
    Seyhk wrote: »
    Awesome polyHetz, but is possibe to do some "Lighting" effect on the pole around the lamps with the resolution that low? i think it would look cooler :)

    Here's my try.. again.
    OliverWIP.png

    Why did you make the hands so low poly?

    Hands and face are the most expressive parts, therefore they should have a higher proportional budget.

    They look like potatoes.
  • paradise.engineering
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    paradise.engineering polycounter lvl 6
    wow, so many new talents around lately! awesome work guys!
    I'm here to invite you to these 2 contests:

    pjc.pnga.png
  • RAWTalent
    Working on a new level for Clive


    powderridge1.jpg
    powderridge2.jpg
  • felipefrango
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    felipefrango polycounter lvl 9
    Hah 9skulls, that is so cool. :D
  • GabrielP
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    GabrielP polycounter lvl 7
    9skulls, sooooo much swag in that little guy!
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