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
this was her first appearence
shenanigans
hjs:
The arms and legs make an exaggerated, awkward curve.
Now if I could just program, I'd make a little minigame with them
but pencilninja, the black in her hair looks cack, change it to a saturated dark brown or something,
RenderJHS: Your flash engine is pretty impressive. I think the less busy dress worked better, though.
Thanks, 391 triangles with a 256*128 texture.
KM2000, 117 triangles with a 64*64 texture. Might need to tone down the white specs on the handle.
But the Sig up there is really damn sexy for a low-poly. Good work on the texture!
Here's the texture map, the magazine is on a separate 64^2.
Also, regarding the small render... Well the maps are small, so I don't really see the point of blowing up the render size, would only result in inflated pixels.
128*128
Paintovers, pointers, etcetera are very much welcome.
I'll probably have to done down the camo, or remove it completely since it overpowers the creases and lighting too much.
What sort of character is he? Terrorist? Street Punk? (sorry if you mentioned it previously, I'm sort of out of it in the past week or so)
Theres a bit of wonkiness on the female model around the right knee - no don't look! & I had to add 4 more tris to get the chest - Grr!
My texturing sucks tbh (I am a programmer by trade so this counts as programmer art really), but I think the meshes are getting there. Its cool what you can do with <200 tris
So - any tips on how to texture using teeny-tiny textures would be appreciated
Anyway - mega thanks to everyone who has posted stuff here - particularly Dr Graevling, if I can get my final models to look half as good as his I will be happy
Awesome model! Good to see some Cave Story characters
The profile still needs work, but I can't make it look right... Also, I'm aware of the texturing problem (magenta stitch) of the scalp and throat (still got to figure it out too - uvs seems correct).
Done with Blender, 102 tris.
Comments?
The proportions of your head are very much out of whack. Grab references for the head and note the proportions. Eyes should be at about half the head's height. Top of the eyes at the height of the eyes, bottom of the ear at about the top lip. But good start.
An important thing to do in modeling is to practice out your weaknesses every day. Not very good at modeling hands? Do one every night, don't even bother to save. Heads not turning out well? Do one every night.
http://www.webdesign.org/web/3d-graphics/articles/human-head.546.html (this link has the basic head tutorial)
and http://www.anticz.com/ has some follow ons, including applying this to 3D and other human bodyparts
I'll read through it and post the results.
[update]
So there it is. The texture is a goolge search result for 'face texture', so I guess it's still WIP
I'll make one myself later.
I totally rebuilt the mesh. Took half the time than the first
The mesh is now 118 tris, a slight 16 additional tris for a proportional head.
Other than that, looking SO much better than the first. Great to hear you're speeding up.
Texture is hand painted, I made the model so I can get some low res texturing practice.
Hope someone finds this usefull.
Xaltar: Great looking head.
Cave Story? I'm game.
128x128 for Quote
32x32 for the Polar Star
A pair of cars, same mesh but played with how much I could stretch the texture
90 tris each.
Here's a question for you guys... how do you get your textures so sharp on the low res?
Really nice head Xaltar, loving it.
Spacey that is pimp haha!
*PolyHertz beat me to it with an almost exact same answer :P
homeworld2 for all who don´t know what i´m talking about
tried to fake the hw2 texture style
edit: spacey .. this´s sooo coool
rollin, nice one! I totally recognised that as HW2 style
Spacey thats hot, at first it looks like its a really low res texture but then when you look closer there is a whole lot of extra detail. Nice effect.
Rollin, dude, thats slick.
hw2-ftw!!
Thanks guys that's what I thought, but I guess the texture would need to have no antialiasing or blending between the 2 colors I want to be sharper.... I is learning I'll give it a shot today.
Loving that! I think Ill bump Misery up from 140 to full 500
Would you mind posting a wire frame and the texutre?
Any chance for an SDK for this?
second pass at the texture to add some detail... wrapping pixel art on a model is a little challenging :P
I probably shouldn't have flattened the texture... but I hate using photoshop for pixel art. I'm a graphics gale whore. :P