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 appreciation, so please take note of these rough guidelines:
- Keep models under 1,000 triangles.
- Scenes are fine, if all models are low poly.
- The end! Enjoy.
And here's a handy list of ways to make your art look right in different software: Low Poly Challenge STYLE GUIDE
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!
Still a WIP for a PSX style fan game that I'm distracting myself with.
Does anyone know a better way to create the hemispheres on the skirt?
@stray-shadow some lowpoly ideas here http://wiki.polycount.com/wiki/SphereTopology
Maybe try using a billboard material that always faces the camera.
PS1 / Lowpoly Gran Turismo and TOCA inspired 1989 Nissan 180SX model.
Oh man this is insanely cool - I used to do 3D many years ago, I'm coming back to it and seeing this really inspires me!
Not something new or made to be show here, but...
My game project doing it by about a year, ww2 in the desert, 10Th Italian army vs Commonwealth Western Desert Force till I reach 1943.
The game is an RTS/RPG like and the art is heavily inspired in the PS1 Resident evil games and the PS2 GTA.
Don't know if it fits well in Low poly (As forum standards) but I think it's scrape the border.
All good, your stuff looks cool 🤙
Also by the way if you don't mind, what's the tri count for the Honey and Cruiser? (...I just personally like tanks 🙂 )
All the best for the game.
Thanks dude, the tanks in the brit side is the Vickers Light MKVI and the Cruiser MIV, they are modernized (the 3d models), I got tons of low poly stuff with barely get's by my new requirements, so starting from the 3° model here, they are not up to the task right now to get textures.
Vickers Light MK VI (Only one track in the print, they have about 300 tris) 4604 tris.
Cruiser MKIV (again one side with tracks) 3212 tris
Cruiser MKII 2816 tris
Cruiser MKI CS 3006 tris
And the Honey, Stuart MKI 2986 tris
First time mixing low poly with pixel art, it was very fun to make though. Both modelling and texture painting were done in Blender.
First time posting here, I like to make my models as clean as possible, so I don't make models with tris.
Don't worry about it's not clean, the people ask for tris because each quad is made from 2 tris, so if you got 200 quads = 400 tris.
Sorry I should have clarified. I dont like having tris when I am making a model. Here is another model of mine.
Gotta love this thread!
Here's a 400-tri sword
A bit rough around the edges but as least it was fun to texture 😃
526 tris, 256x512
If anyone remembers the black and yellow guy, got another one
body: tris: 622. texture: 256^2
helmet: tris: 196. texture: 128^2
got only small issues with the texture polish.
ref for the first one came down to fighter pilots and bees so i'm rolling with the insect theme. guess the bug that this guy is the bastard lovechild of.
LOW POLY RIVER VILLAGE - Made by SirKev3D
This is a 3d Land space low poly art style, I made this environment for a video game made in unity, the water was made with shader and work in real time. And I bake the Ambient occlusion map for the details.
Spooky mummy in hybrid GB/PSX style - 452 triangles, rigged, 32x128 texture
Rough approximation of a 1920s UK policewoman in hybrid GB/PSX style - 490 triangles, rigged, 32x64 texture
Austin Healey Sprite Mk 2, ChoroQ style - 112 tris, most of them used to make a negative space and shadow - definitely room to reduce the count. Texture is 32x64. Could probably trade some texture space for polygons by modelling the arches.
Guys, does anyone know a site or a good way to get references from the 3D models from RE2/R3 PS One? I'm talking about someone post with the models in prints or in 3D for reference, or if someone have the rip models. Thanks forward.
hahaaa, can't believe i forget to xpost these from the discord. sorry dudes. gotta keep up on that
low spec fur test. the monkey king.
texture: 4 x 64^2
Awesome Work! Love it! Very impressive!
400 tris... 1 256x256 texture for head, 1 256x256 texture for body.
Reshaped my low poly female human into a female minotaur. 412 tris.
Tried making model that's still recognizable as a female with the bare minimum of polies while still being deformable. and not terrible looking this is what I got. 166 tris.
Kei Truck, 136 tris
That failed. So yeah, it's uhhhhh 2,500 tris, I guess we've come a looong way since 2002 and 250-500 poly models in UT etc. Maybe once I'm better at the modelling lark I'll make an optimised , 1999 era version with actual textures etc.
After 20 years on and off, started making stuff in Blender again.
This is really cool, if you were going for ultra-low poly, could definitely reduce like you said on the shadows.
@hawken - damn dude, great pixlling :D
2p19\Filin Scud hybrid for general Jhuziz (demolition specialty) in the RTS C&C Zero Hour.
~300 tris base
~600 tris for missile variation (~200 tris per missile)
my low poly Kodo, 3,3k tris (probably higher that the original Kodos in the warcraft games of my youth). 3D here, it moves: https://skfb.ly/oyP9n
Although coming in way over this thread's 1000 tri budget for low poly content but otherwise looks good 👍️
For those that didn't see it, check out this recent thread for some great lowpoly art by RUX: https://polycount.com/discussion/231437/handpainting-normal-maps-pixel-by-pixel-100-photoshop-0-highpoly
Who you gonna call?
tris: 1,104 (w/o FX)
You managed to make Robotnik look like a cute protagonist, dope! ^^
This is the perfect spot for games, i tell you, look at how much fun that looks like, congrats on that, imagine a whole game like this... especially the time-frame on it... more games more $, ... i guess progression for the sake of progression into realism but then what, you can't go beyond that really, so its a wall, isn't it after that. Anyway i always felt we should have stayed right there, it is visually appealing and doesn't take forever to do, i actually forced myself to conform and do more "higher quality stuff", begrudgingly wanting to just stay at the lowpoly stuff, but like the 1st post says:"Low poly hasn't really been a requirement in the games industry for a while now" i know nobody is stopping anyone from doing these games now, just wondering if anyone else felt like this. Been wanting to make more "Low Poly", stuff for a bit now so hopefully i'll pop back with work just wanted to show appreciation for these still and i felt the like button wouldn't do the verbal/translation into text any justice for that appreciation. All amazing all, thanks for posting your versions of things, they look great to me. (i posted this in a nice light blue grey text but it came out blazing bright white)
model: 252 tris
textures: body: 256x512
tires+hydraulics (hidden): 256^2
@iam717 heh glad you liked it. its rushed but was hoping I could talk about that thing.
I am a sucker for 50s-60s cartoons and ran into this illo, here (1963). so I wanna find out if I can still nail that under heavy spec restrictions. So this deals more with direction than specs. Right now got a similar looking project coming up that is higher spec. Sticking with it.
I think we are living in a good time for different visual takes. Of course a mainstream blockbuster is usually gonna smooth out some bumps. That's mostly about expectation/function and demand. Some of it is about risk. So you've gotta look towards the edges. (exceptions, kinda far out, but Psychonauts 2 was pretty dope and pulled it off. blame crowdfunding.)
Question is, does it clash with the env/mechanics of the game? that's where function comes in.
And low poly will continue if we have nostalgia towards it or someone uses it as the core of a mind blowing idea.
I guess now I GOTTA make the weird-ass Zuul :|
Awesome to see this thread is still going!! Wicked low-poly style. Save your old stuff folks, i barely have anything left from the 2002-2008 era anymore :(
A DMC DeLorean in the style of Gran Turismo.
I made it a while ago for an art challenge when I was learning Blender... (still learning)