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
Replies
Decided to try and make a simple shmup with low-poly 3D models. Propeller here is a separate mesh and will rotate.
Very cute plane. You managed to put in impressive amount of detail and still keep it clean.
Finished an enemy fighter model for the shooter game. 258 Poly with a 128x128 texture. In-game the propeller textures will remain static since I'm displaying it at a Sega Saturn resolution and you couldn't see the motion anyways.
Little scene to test out how the art style fits together for the game. All of the level geometry (sans water) references a single 256x256 texture, so the vegetation, rocks and buildings are made to be highly modular for more organic level layouts.
for 3D viewer, please go to: https://www.artstation.com/artwork/k0m1z
Video process of texture painting :
skechfab >> https://sketchfab.com/models/db0377426700496d889af989ab446cca
https://www.artstation.com/artwork/89JZw
https://www.artstation.com/artwork/JoJnA
The eyes are stickers put on top. Rough painted eyes would not look as good and make them look less alive. You can also check out the cardboard boy player character here: https://polycount.com/discussion/202229/freelance-low-poly-character-artist-10-years-industry-experience#latest he has a much handicrafted look put together by a kid, so there definately is a bit of mix going on with handicrafted but mostly papercraft.
I wish you guys would also post timelapse video clips or the .blend files so that I could learn and try to replicate your work for my own personal studying!
the total tris-count is 1350
1k texture for guard and 256 for plateau and baton
Sketchfab-Scene
model
https://www.artstation.com/artwork/mJPOZ
That's a really neat character, his eyes on the texture sheet look so sad, but he is much more threatening in render form. That bright bright red fill light off to the side makes him so much more menacing as well. I just wish his skirt was a bit softer(!) Is he for a game or just a something you made for yourself?
hi! Yes, he might be a little sad and I am sure he is a chill guy one his shift has ended
You're probably right about the skirt - looking back, I see several things that could use some more work :O
As of now, it's just something I do for myself to try out different things. Maybe I will use the character in a future prototype?
I am currently working on a AR game for iPhone and during this work I am working with some low poly assets in blender. Feel free to give me feedback, I am working hard to become a better 3D artist.
First out is a low poly, hand painted chest. It has a star shaped jewel that is kind of magical.
This asset is part of the Myesteeme project, see more at myesteeme@facebook or MyEsteeme.com
Any feedback for this simple animation would be awesome!
Thought I would start doing some 3d again, so I've been working on this little chest pack, with a few different chests and some gems. I've started to add a simple animation as well when the chests open. Each chest is around 500-600 polys + around 500 for the gems inside. Hope you like it
Kicking it off...
tris: 39
tris: 53
all:
texture: 128x128
colors: 12
Should have shared textures across, made some more unique and a few unwraps are subpar, so that puts a dent in practical use, but you can grab em here (CC0, now 8, aim is 10 total).
wires:
textures:
rigged up (test)
tris:420
textures: 128x128, 64x128
It's cute, it's green, I have no idea what the hell it is.
More here : https://www.artstation.com/artwork/4bbDgL
I've always liked the style of PSP graphics, particularly the weapons in MGS Portal Ops or Peace Walker (see here for examples: http://www.imfdb.org/wiki/Metal_Gear_Solid:_Peace_Walker), so I decided to loosely follow that style and resolution when making a low-poly Glock 26.
I did 2 versions, one with an extended 12 round magazine, and the other with the standard 10. Both are a bit under 1250 tris. I used a 512x512 texture... which I think is larger than the PSP would tend to use, or at least Peace Walker seems a lot smaller but it's hard getting definitive info about these things and I didn't want to stress myself out about following rigid limitations instead of just trying to produce something passable and learn along the way. Think it turned out pretty well considering, especially given my inexperience. I could always have kept going and done some more shading etc. but I wanted to keep a balance between detail and simplicity not to mention just getting a model + texture finished and moving on to something else...
Still have a bit to learn about UV mapping... the front and back of the grip ended up skewed despite showing no stretch (that's deceptive as a beginner... when you assume it must be ok if the stretch is fine) so I had to skew the dot pattern to get something that looked more or less straight. At least the low resolution hides that a bit and it's not like it would be noticeable in a game so bleh.
My main goal was to create something that didn't take a very long time (kinda failed that part this time but next time it'll be easier) and would be passable in some sort of low-poly low-res game. I think I achieved more or less what I had in mind, but if anything seems terribly off that could have easily been improved then let me know.
I might try an even simpler gun soon and set myself a time limit of a week just to see how it goes.
shaded:
rigged:
tris: 996
More specs and model here. CC0. Maybe like 10 errors. Textures are bad. But maybe they work.
@KrossX
Guess I missed.
@TheWiredFrame
It's a nice one.
Could have pushed the fake shading for bevels, like on the trigger guard. Baked lighting sells the old school look, even if in some ways it looks like crap now, it was useful then. Probably because of this AO and edge bakes are more defined in MGS:PW.
Dot pattern IMO might be noticeable as player model, less as the world model, but then texture and polys are too high.
Stuff to keep in mind for the next models.