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
sir-knight: I'd consider using a lighter color on the top faces to help break it up/show it's shape better. Right now all the red is running together.
Pencilninja: No problem. Probably could have dropped down a size with the texture, but I wasn't sure of the direction I wanted to go, so I left it open...
Spacey: THAT IS AWESOME X 2. I saw lots of your stuff on other forums, specifically the TF2 set you made. Big fan of your work!
Sir_Knight: Incredible efficiency! Are the wheels individually modeled?
Rollin: Nice! Do you have a spec or bump on this? It's amazing. On a side note Relic churns out godly textures and vehicle designs. Big chunk of my inspiration is from the Homeworld games.
looks like a skater guy, though i don't know why, lol.
Think I'm done with this d00d:
Might do some poses later.
I had a bit of fun... I modeled the wheel and tire in fairly high poly count, went through a quick AO bake and rendered it from a flat 2d view... (really overkill cause you can't see most of it but it was good practice) from there I pasted that onto my 64x64 texture and applied an alpha map to it... the wheels themselves on the model are only 2 triangles each.
The project is calling for ultra low poly count... So the skews of the model I have prepared for prototyping the game engine are:
36 triangles with no wheels (will be on the texture)
60 triangles with alpha billboarded wheels wheels
90 triangles with alpha billboarded wheels wheels
If we have the texture space I might use the 64x64 for the low res LOD model and use a 128x128 texture for the high detail model.
hobo: Awesome.
Proxzee: I made him over the past three days working on and off. If you mean rig as in character rigging, he's not rigged... yet!
Don't mean to spam, but I made a prettier render sheet
reminds me that i still have to do a secret-of-mana model...
lil crit: the textures lack a bit of dark values.. there are no real shadows in there (and i don´t mean the inside of the legs)
so where is the shadow form the shirt on the trouser?
where is the shadow where the trouser goes into the boots?
where is the shadow from the scarf on the shirt?
aso.
but hey.. it´s already looking realy cool
///
Proxzee: it´s no real specmap.. just a little mockup for the rotate, and no bumb used And yes.. most of the homeworld 2 ship designes are hot !
RickA: i have problems exporting the smoothinggroups.. only format working atm is fbx.. obj makes some nonsense errors. i´ll see what i can do.. btw.. where it our sdk-thread??
Per128, spacy, Sage - thx!
All are fully rigged and animated. Cheers...
edit: C&C would be very helpful!
Ravey: Thanks
rollin: Thanks for the crits, I added some shadows just for you
http://members.aol.com/meleniumshane90/images/goku%20ss1,%20goku%20ss2,%20vegita,gojetass2,%20older%20trunks,%20younge%20trunks%20ss1,%20goten%20&%20gotenks%20ss1.jpg
but Crono actually has a iris and pupil unlike them DBZ guys
Need to go over and polish the textures a little, and tweak verts here and there.
test animation for flying/idle
Walken looks pretty good, too. Shatner looks a little bit stretched though.
98 tris, 256 color 64x64 texture (Much of it wasted, but at least there are on and off thrusters).
First model.
Edit: Thanks hobodactyl.
Character 494 tris 128*128 map
Basket and fishing rod 108 tris 64*64 map
your 3d aint small and chubby enough to match the reference. also i suggest using a bigger patter for his backpack and everything else also... readability
otherwhise u also can just use one color
Reworked the proportions, texture remake on the way.
Edit: changed the hat
the texture is merely a mood placeholder
I like the way the hair came out wit the alpha mask
But i have the feeling she needs some extras, maybe a helmet or something
Critic is very welcome HB
50 tris the bat
Nice theme "sports n chicks", how about something like this:
http://i124.photobucket.com/albums/p5/paganhaven/baseballpinupgirl.jpg
good luck.
cheerz
385 polygons and a 128^2 for Captain Olimar.
92 polygons (at max) and a 64x32 for each of the Pikmin.
I should make a scene or something...
I think with that model you could savely go below 1000 tris
very cool
m.roanhaus:
looks cool, how big is the texture ?
ComradeJ:
awesome
some static lowpoly cars, i've been working on.
118 tris combined.