Home 3D Art Showcase & Critiques

LOW-POLY ART

polycounter lvl 20
Offline / Send Message
Pinned
hawken polycounter lvl 20
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 & Blockbench

Here's a handy list of ways to make your art look right in mainstream 3D software: Low-Poly Art Style Guide

Replies

  • DEElekgolo
    Offline / Send Message
    DEElekgolo interpolator
    Couple of x-posts from my thread!
    SFVHFBc.gif
    kHevjaz.gif
  • acassani
    mladenca wrote: »
    Hello, what do you think obout my model?

    Regards

    Preview.jpg

    I really like it, sorry i got no critics
  • Bishop313
    Offline / Send Message
    Bishop313 polycounter lvl 9
    @ mladenca: The texture painting looks quite good, but i think thats the wrong thread for 1974 tris.^^
  • HAHAYOUDEAD
    Hi everyone!

    Here is my first more or less serious work:

    6wgqRUf9YFyqSuExdwm1WoIdyQj9r.jpg
    Giraffe, 978 tris.

    I'm new in 3D modelling, so any critics would be highly appreciated :)
  • Aerial_Knight
    Offline / Send Message
    Aerial_Knight polycounter lvl 8
    acassani wrote: »
    I really like it, sorry i got no critics

    Wow thats nice!
  • diamond3
    Offline / Send Message
    diamond3 polycounter lvl 7
    DEElekgolo wrote: »
    Couple of x-posts from my thread!
    SFVHFBc.gif
    Just.... how?!
  • MasterBeard
    Offline / Send Message
    MasterBeard polycounter lvl 9
    Hello Guys. This is my first post here and my first try to make hand painted low poly weapon. Could you please advise me how to improve it. Thanks [sketchfab]ba19165f5b694117b09d7629a436fbcd[/sketchfab]
    Low Poly Sword by masterbeard on Sketchfab
  • Cnc96
    Offline / Send Message
    Cnc96 polycounter lvl 4
    Hi guys, I've been following this thread for the past couple of days, and I've had some ideas for a game I want to create for a part of my university project. I was wandering if anyone could give me a few tips on how to create rocks and trees in the style of the image below please? (Image not mine, found it earlier in thread)
  • HAHAYOUDEAD
    Cnc96 wrote: »
    Hi guys, I've been following this thread for the past couple of days, and I've had some ideas for a game I want to create for a part of my university project. I was wandering if anyone could give me a few tips on how to create rocks and trees in the style of the image below please? (Image not mine, found it earlier in thread)

    Hey!

    For the rocks, create 5 boxes and deform them different ways, then combine, like this:

    6wj6qNPEZHMT3aXqtzhD26RfIQr3F.jpg

    For pine tree, create some pyramids, scale them and rotate in different angles, stack on each other and add a box for the trunk, like this:

    6wj6XzYEtlI6Ce2xRl44MTpadEJVU.jpg

    For tree foliage, do the same as for rocks, take 5 deformed boxes and combine. As for trunk, you want to create a box with 2x2x2 segments, extrude top 4 in different directions and scale top polys a bit to make them look like branches, like this:

    6wj5V5f1vNP6W7XDMNLtbkJUzX3fP.jpg
    (If you want to make 3- or 5- branched trunk, just take 3- or 5- sided cylinder istead of box, and tesselate it's top cap)


    Hope it helped, cheers!
  • Bishop313
    Offline / Send Message
    Bishop313 polycounter lvl 9
    Hi guys. This is my first post on Polycount.
    I would like to make a halloween graveyard and this pumpkin is a part of it.
    Hope u guys like it and pls show me some criticism.

    Thx
    tumblr_njogm9LkE11unfsa4o1_1280.png
    Hey nice one Sebastian. Strong coloring, i like the texture a lot. Maybe the leafs could need some more love. They seem to be a little bit small and it also looks like there is some more space for them in your UV layout.
    Keep it on, i want to see more. :D
  • Cnc96
    Offline / Send Message
    Cnc96 polycounter lvl 4
    Hey!

    For the rocks, create 5 boxes and deform them different ways, then combine, like this:

    6wj6qNPEZHMT3aXqtzhD26RfIQr3F.jpg

    For pine tree, create some pyramids, scale them and rotate in different angles, stack on each other and add a box for the trunk, like this:

    6wj6XzYEtlI6Ce2xRl44MTpadEJVU.jpg

    For tree foliage, do the same as for rocks, take 5 deformed boxes and combine. As for trunk, you want to create a box with 2x2x2 segments, extrude top 4 in different directions and scale top polys a bit to make them look like branches, like this:

    6wj5V5f1vNP6W7XDMNLtbkJUzX3fP.jpg
    (If you want to make 3- or 5- branched trunk, just take 3- or 5- sided cylinder istead of box, and tesselate it's top cap)


    Hope it helped, cheers!


    This has just saved me a bunch of time! Thank you! :D Your a life saver
  • Sanislov
    Offline / Send Message
    Sanislov polycounter lvl 9
    Realy cool:) But i miss some wheel on the middle of the truck.

    mladenca wrote: »
    Hello, what do you think obout my model?

    Regards

    Preview.jpg
  • Aerial_Knight
    Offline / Send Message
    Aerial_Knight polycounter lvl 8
    I need Feedback anyone see how I can get this to 200 poly without losing any shape? keep in mind the unwrap

    Lowerit_zps7de1c4eb.jpg

    PillerUV_zps64f3addc.jpg
  • Yelle
    Offline / Send Message
    Yelle triangle
    The little half-pipes at the bottom of the pillar could be flattened out so they become more of a cylinder than a hollow-centred object. The middle line running through the centre of your pillar can be removed, and you can add a triangle there instead if you see an n-gon.
  • Bishop313
    Offline / Send Message
    Bishop313 polycounter lvl 9
    Hey Aerial_Knight, i think this is the max. you can do. Get rid of the pipe ends at the bottom. You can paint them. Its not in focus and nobody will recognise on first look so strong. You can also delete the semetrical section. The bevel on the main edges is nice but i think also a waste of polys. Did you an overpaint.
    All in All the part on the UV has now 54 tris, if i count right.
    PillerUV_zps64f3addc.jpgPillerUV_1.png
  • Obscura
    Offline / Send Message
    Obscura grand marshal polycounter
    It is simply not possible, but I could get it down to 404 polygons/768 triangles. I think you can't optimize it more without loosing details. There is one more thing that you could do, but that would make a lot of wasted uv space.

    Anyways, here is a picture showing how I did. The keyword is elements/sub-objects.
    neZfflO.jpg
    Also, I uploaded an OBJ so you can take a closer look at it.
    Pillar lowpoly - download
  • Aerial_Knight
    Offline / Send Message
    Aerial_Knight polycounter lvl 8
    Obscura you are a crazy person lol thanks for braking that down I didnt think to make it in parts Modular parts I just wanted to know if there are any other ways people have to lower polys. Bishop313 your awesome but I but getting rid of the pipes at the bottom changes the shape you're braking the rules man! Also if I delete the semetrical section I cant layer the UV's
  • Delko
    Offline / Send Message
    Delko polycounter lvl 17
    Cj4PqC9.gif
    tumblr_njqn5xo9Wi1spoqhxo1_540.gif
    tumblr_njqneooPuw1spoqhxo1_1280.gif
    Messing around with normal maps in marmoset
  • clandestine
    Offline / Send Message
    clandestine polycounter lvl 14
    Hey guys, has bee a long time.
    Wolf NPC for a mobile game. 920 tris, ingame, triangulated, anim speed at 25%.

    wolf3.gif
  • Alexastor
    Offline / Send Message
    Alexastor polycounter lvl 4
    I love that wolf!
  • IllusivePixel
    Offline / Send Message
    IllusivePixel polycounter lvl 4
    A low poly model for an industry art test as part of my second year Games Art degree :)
    [SKETCHFAB]bff599b5880a4de0a9f6a5551e5fac19[/SKETCHFAB]
  • Bombshell
    Offline / Send Message
    Bombshell polycounter lvl 10
    @Deiko that car is adorable!

    @IllusivePixel thats amazing, I love the shadows on the details, gives it a nice pop!
  • zomni
    Offline / Send Message
    zomni polycounter lvl 3
    Hello,

    Im one of the new guys :) First post ever! Been googeling for a forum about low poly stuff and this seems to be the place to be at.

    I want to make a Unity game for iOS, and here is my first try ever of a "hero" character.

    render01.png

    So do you think this model will work. Its now at 1180 tris, is that ok for a iOS game?

    Im thinking the game will have like 40 other static objects at 150-500 tris each. How many enemies with about 1000 tris will I be able to have at the same time, someone know?

    And then I have a question about best practise modeling game objects. If you look at the hair between the head and cape, should i have that as a "own" object or connect it to the cape it self (by connect i mean merge the verts)?

    help01.png

    Thanks! :)
  • AetherGauntlet
    Offline / Send Message
    AetherGauntlet polycounter lvl 9
    Hey!

    After quite a bit of lurking and many hours of tutorials here is my first complete model.

    I'm rather happy with the results but it took an ungodly amount of time.

    tumblr_njw1umgoD51smyhgco1_1280.jpg

    You can also view the model at Sketchfab.

    Your CC would be most welcome!

    Also, can you recomend any posts/articles/whatever on best practices when it comes to (low-poly) models meant for game development?

    Thanks!
  • allaze-eroler
    Offline / Send Message
    allaze-eroler polycounter lvl 11
    Here a shameless copy-paste of one cross-post from my main thread: http://www.polycount.com/forum/showthread.php?t=103636

    Hello, I apparently forgot to share the new version of the main character for our game, feel free to give me any feedback, as you might see, it's still in WIP.


    [sketchfab]7e0eb92b105a44d3a5e4540223c20537[/sketchfab]

    Oh and you're welcome to download it and do some edit if you see any problem or you can even animate this character, I'm very bad at it because I don't know how to properly rig it! XD;;;

    Enjoy your day! :D
  • BubblegumTate
    Offline / Send Message
    BubblegumTate polycounter lvl 5
    tumblr_nill5kjeLi1u3tbado1_500.gif

    It's not much, but I made this little guy on the side. 42 Poly's, 32x32 texture map. Was a ton of fun. I just wanted to go as small as possible.
  • xpatto
    Hey guys, has bee a long time.
    Wolf NPC for a mobile game. 920 tris, ingame, triangulated, anim speed at 25%.

    wolf3.gif

    I really like the patterns on the wolfs fur, great job. I think the tail could be animated with a bit more flow and detail.

    Well done, nice work.
  • Greythought
    Offline / Send Message
    Greythought polycounter lvl 3
    Jr31F38.jpg

    Made a tea house. Advice on improvements please?
  • Obscura
    Offline / Send Message
    Obscura grand marshal polycounter
    People can give advice and suggest things easier if you show the texture too, so they can see the uv layout/usage. Showing the wires would also help.
  • Greythought
    Offline / Send Message
    Greythought polycounter lvl 3
    DAxnyUv.jpg
    G7fxFw9.jpg
    912 Tris
    512x texture
  • Obscura
    Offline / Send Message
    Obscura grand marshal polycounter
    Okay, first, the question is, what is your goal with this piece? To make a mobile spec house? If yes, then here is a tip to reduce the tricount a bit. You modeled the most of the beams(its also connected to the floor) from one piece, which is bad. As you can see it creates some unnecessary edges where they meet. I would rather suggest to use elements (subobjects) and not model them from one piece. Separate them as they would be in the real life.

    Texture: Completely wasteful in my opinion, you are wasting the resolution with repeating the "same" surfaces. You have the almost same looking wood pieces many times in your texture. I would start experimenting with tileable textures. Same with the floor/roof.
    This way you can have a lot better resolution.
    Tileable textures can be individual, or you can atlas them together. Then maybe you will have a few extra edges so you can tile. The window has alpha, so it should be in an individual texture, so you don't have to sample the whole map (with a lot of opaque and unused pixels) when you are using a transparent shader with a mask.

    These would be my advices, this is how you could make it technically better (a lot better) :)
  • IllusivePixel
    Offline / Send Message
    IllusivePixel polycounter lvl 4
    Obscura wrote: »
    People can give advice and suggest things easier if you show the texture too, so they can see the uv layout/usage. Showing the wires would also help.

    Well, the wires can be seen on sketchfab, but here are the textures too :)

    E1POnPZ.jpg
    4FZyGZE.jpg
  • Steelorse
    My first post on the forum! :poly124:

    when I saw this tread I immediately fall in love! I have a passion for work in lowpoly! So, I tinkering for fun my headphones! they are Razer BlackShark

    I added a little color effect to make her look a bit more "Retro".

    Modeled on Max, rendered with Vray.

    Your opinion? THX! :)

    VW5ypI.jpg
  • SeveOJ
    Hey!

    After quite a bit of lurking and many hours of tutorials here is my first complete model.

    I'm rather happy with the results but it took an ungodly amount of time.

    tumblr_njw1umgoD51smyhgco1_1280.jpg

    You can also view the model at Sketchfab.

    Your CC would be most welcome!

    Also, can you recomend any posts/articles/whatever on best practices when it comes to (low-poly) models meant for game development?

    Thanks!

    People always look past simple game assets. This is a REALLY nice barrel.
  • Thousand
    Offline / Send Message
    Thousand polycounter lvl 12
    zomni wrote: »
    Hello,

    And then I have a question about best practise modeling game objects. If you look at the hair between the head and cape, should i have that as a "own" object or connect it to the cape it self (by connect i mean merge the verts)?

    help01.png

    Thanks! :)

    I would connect it, but wouldn´t merge the vertices for two reasons:

    1: you´d get T-junctions, which is bad practice
    2: if you connect it (not merging the vertices) you will make a hard edge there anyway, which ingame results in the same vertex count
  • lean
    Offline / Send Message
    lean polycounter lvl 5
    HAHAYOUDEAD: beautiful giraffe!
  • lean
    Offline / Send Message
    lean polycounter lvl 5
    hey guys, been a while since i posted here.

    tumblr_nk0bak8oGp1qeoig5o1_r2_250.gifk4asmq9.gifUieMeLH.jpg

    tried adapting a concept i sketched a couple days ago.
    i'm experimenting with adding lighting to my models, instead of the shadeless approach, and i kinda like it.

    the texture is 32x32, but it's a total mess and i wasted half the space so i don't dare showing it.

    that blue color looks completely different in every screen i try it on, no idea how it actually looks.. :S
  • AetherGauntlet
    Offline / Send Message
    AetherGauntlet polycounter lvl 9
    SeveOJ Thanks! I really appreciate that.

    @Everyone, given that my models are meant for games, is it preferable to show a tris or a vertex count?
  • PrettyAwesome
    Was trying something in the ps1 style of my guitar.

    BLbF7Rx.png
  • Antm4n
    Offline / Send Message
    Antm4n polycounter lvl 2
    DjyCTRb.gif

    Been trying out some different 3d programs. Made this in Wings3D last night
  • jenioss
    Offline / Send Message
    jenioss polycounter lvl 9
    Ultra classic hand painted crate :D (I'm learning 3d, one of my first attempt)

    3d result
    gOsedCg.png

    diffuse
    hBkXH4m.png
  • AetherGauntlet
    Offline / Send Message
    AetherGauntlet polycounter lvl 9
    I'm about as far from an expert as you can get, having posted my first model just a few days ago, but it seems you have separate planks so I would suggest you make use of the extra geometry to make them more irregular (or merge some of the verts otherwise).
  • Steelorse
    jenioss wrote: »
    Ultra classic hand painted crate :D (I'm learning 3d, one of my first attempt)

    3d result
    gOsedCg.png

    diffuse
    hBkXH4m.png

    Your crate is fu*** awesome! the style remind me " Besiege " the game http://www.besiege.spiderlinggames.co.uk/
  • jenioss
    Offline / Send Message
    jenioss polycounter lvl 9
    They're already irregular, but I think the no-shadow make these irregularity invisible on this screenshot ^^ in-game it look nice and "messy" :p
    I wont merge them because the box have to explode with a physics engine ^^
  • Obscura
    Offline / Send Message
    Obscura grand marshal polycounter
    Was trying something in the ps1 style of my guitar.

    BLbF7Rx.png

    I really like this, make more!

    My only critique would be that the pixel density is really not even.
  • PrettyAwesome
    Obscura wrote: »
    I really like this, make more!

    My only critique would be that the pixel density is really not even.

    Thanks! And you are right about that, I think I'll go back and readjust the uvs.
    1338
  • Aerial_Knight
    Offline / Send Message
    Aerial_Knight polycounter lvl 8
    Working on a low poly Old western Bank for the Tower polycount tower thing :D

    WesternBankWIP4_zps40609e04.jpg

    http://www.polycount.com/forum/showthread.php?t=149112
  • MasterBeard
    Offline / Send Message
    MasterBeard polycounter lvl 9
    One of my first tries making low poly hand painted model :) what you think guys?
    144aa5112912c7f91f6cc7559f14fc9b.jpg
  • jenioss
    Offline / Send Message
    jenioss polycounter lvl 9
    Yeah, pretty cool :D I just think that's weird that the metal parts have scratches but the metal is still shining :D

    My turn, Low poly hand painted house for a RTS game (shadeless)
    430058house3d.png

    edit. By "shadeless" I mean the shadows are not casted by the engine, they're painted directly on the difuse texture
  • MasterBeard
    Offline / Send Message
    MasterBeard polycounter lvl 9
    Looks awesome. I would make all wood same hue ( i mean supportive wood color and door color) and fix the spicky roof top texture streching, but its nice model :) I like windows and there GI on a rocks :)
Sign In or Register to comment.