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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I haven't come empty handed though. He's some low poly art of my own. Pixel hornet, Marmoset animation test can be found here on my ArtStation.
390 triangles, & 64x64 texture for the aircraft.
Rigged and animated: flaps • ailerons • rudders • tail planes • drop tanks • missiles • thrust • afterburners • contrails • sound barrier shock wave • decoy flares
I remade the "leatherneck" from Dusk and the "pigcop" from Duke Nukem 3D
mercenary rifleman: 230 tris, 128x128 texture (with rifle)
regular soldier: 219 tris, 128x128 texture (with spear)
peasant: 212 tris, 128x128 texture (with hoe)
A mesh with that much detail should go in its own thread or the 'What are you working on' thread.
Four low-poly statues.
128x128 8-colors textures.
model
model
355 tris, 100 colors, 256x256 texture
Slightly higher polycount work is fine, as long as the spirit is still old school/strict technical limitations.
is that a quake-inspired title? Looks awesome
thanks! they're from a game called WRATH: Aeon of Ruin
Def some wonkiness still in the animation. So even though it's out there already, C&C is ofc useful. appreciate it.
@pistachio - Fantastic raptors! Really love the feathered variant - looks way more monstrous.
@KillPixel - Your texture-work and shapes are impeccable, dang, wow.
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Hello, I'm new here, but have known about Polycount for quite awhile now. Can't really model highpoly, but low-poly is more doable for me. I made this low-poly "Elite Queen's Guard" character over the past couple of days. Not quite perfect, but I'm happy with how it turned out.
294 faces, 64x64 16-color texture made in Aseprite, modeled in Blender.
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Made something else yesterday - some kind of creepy weird biomechanical horror. 332 tris, and an 11-color 64x64 texture.
When I started modeling, I soon discovered that I don't have to join all the parts of a model, and this way I can not only spare polygons, texture easier, and save time, but the sections can be quickly selected as linked parts.
However, I also saw some comments stating that non-joined objects take more time and CPU power to be loaded, and obviously, they have more verticles (but verticles still split on UV island borders so this doesn't matter).
I also heard that the benefits of both solutions stand in balance; they are equally used and the choice is mostly situational.
BUT I realized that I can "link" two sections of an object by a hidden face inside the model, keeping the advantage of the freestanding method while technically having one object..
This "linking" face has basically no texture assigned to it and can be removed easily.
So my question: is this a solution? Can it improve the loading speed or anything? Or does it only increment the triangle count by 2?
Illustration: a small outside- only building where the roof and the walls are almost separate: only the circled yellow bridge connects them. (I have only considered to be bothered about the roof and the walls, the connection of all the windows would be too difficult).
To explain it another way; If you have one model made of 3000 triangles and using a 512x512 texture, it'll render faster then two models of 1500 triangles and 512x256 textures each, as despite them adding up to the same amount of data fewer draw calls are needed. The downside is that since the verts/faces/materials in an object need to be loaded into memory together you would waste an incredible amount of memory if you just started randomly merging everything in your scene into a single object (so only merge things that would always be together).
24 tris
128x128 texture
68 tris
64x128
NPC for gamejam game. Excluding the gun he is:
488 tris
256x256 texture
Thanks.
Dark Souls PSX - Bonfire has been lit by Jantaaa on Sketchfab
https://skfb.ly/opGNE
Still an amateur in modeling. Let me know how efficient I was in creating this.
Thanks!
Cosmic Dawns Frag Cannon
(probably on the high end of what's supposed to be shared in this thread? sitting at 2k total tris)
And a badass Zweihänder (440 tris 128x texture)
BMW M3 / E30 325i mashup car, 452 tris, one 256x256 texture, one 32x32 texture for shadow mesh (8 tris).
Hey all! Glad to see that this thread is still running after all this time (if only somewhat) - it was one of the main sources I used early on when learning and it ignited my passion for low poly with pixel art texturing years ago. After all this time I thought I'd share my latest work to where it all started: a low poly Shotgun in what is my weird style mix of retro aesthetic with pbr. It is a little expensive (triangle-wise) at 996, but with all the moving parts I wanted for animating and posing (e.g. the stock folds up and the shells need to be taken from the side), it's fine. The count ignores the strap because it's designed to be deformable for physics and positioning, making it a little more poly heavy, but hey. Anyway, this was created with Blender, Aseprite, Marmoset Toolbag and Substance Painter, and the textures are obsessively pixel perfect; it's not the most efficient process, but still satisfying to see come together. If you contributed to this discussion in the early days and you're seeing this, thank you so much for the years of inspiration!