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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https://samgrady.itch.io/fantasy-weapon-starter-pack
Not quite sure what kind of feed back you're looking for!
Perhaps more screenshots at different angles and some information about the pieces could help us?
If you haven't already I'd suggest playing with per-face micro-atlas texturing on these (if you plan to have them be unlit, that is - although it can work along subtle realtime shading too). It's a bit counter-intuitive and definitely requires some getting used to but it could work great. Not only is it great for controlling colors (as color edits can be performed on the palette as a whole, as opposed to having to deal with individual materials) ; but it can also be leveraged to control shading, by defining specific shadow colors per swatch. So for instance a lightweight material can be given a rather bright shadow color to simulate light passing through, as opposed to a solid/heavy/opaque material shifting to a darker tone.
Here's an example with a 2-tone setup but it can be taken further to simulate more shading steps, or even bounce lighting.
for the shading not sure yet, it will not be flat i think, i would love to get some funky colorful shading that fits the bold color choices of the original uniforms. Especially on the metal and glossy parts, bold rimlight, more reflection variation. Right now its just good old max default material, nothing complicated.
I need to test once i have a full character in place. but yeah definitely wanted to put it into either one sheet or using texture coordinates to have like a layered material setup so stuff can be exchanged easily. Towerborne is done this way, a few UV quadrants per character with tweakable parameters per quadrant/layer. would be cool to try some even bolder more neon color choices.
Towerborne looks fantastic, it's such a treat to see studios embracing techniques clearly inspired by BOTW and Arcsys. And it certainly makes sense coming from the makers of Banner Saga. Very cool.
This is making me want to dive into a box of old backup CDRs to feast on some oldschool modeling and texturing tutorials ...
But basically, there are two main workflow patterns I use.
The first one is painting the texture completely from scratch in 3DCoat, followed by a bit of compression and touch-ups in Photoshop.
The second is photobashing - using reference images where I grab parts as textures, but I always go over everything in 3DCoat afterward to avoid seams and similar issues.
I don’t use sculpting for this kind of low-poly work.