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
spys all over the place *G*
Texture maps could be smaller I guess, seeing the awesome pixel work earlier in the thread. :poly124:
Texture:
The last one is at least how I test my models for low spec engines that dont support lighting and rather depend on shading placement in the texture.
306 tris
64x64 texture. I would have added shading and all of that, but to be honest I am getting frustrated with my lack of texturing prowess. I dunno what I need to do, but it would seem that I can't manage to make textures that don't look like ass (to me, at least... I dunno...)
I think, tho, that a lot of my problem with smaller res textures is the fact that I've been trying to make my characters overly round and cute, when it seems that a better method for these very low-res models would be to make them more square / boxy than I've been doing. I'd love to have a conversation with people about theories regarding this sort of stuff. I love pixel art, I love low poly 3D stuff, but I can't for the life of me combine those two things with any level of competence at all. You people make me jealous.
EDIT: I should mention that this design is by the great Jake Parker, who is a frequent contributer to the Flight comics anthologies. He's a bad-ass for letting me do some of his Roboready designs. www.roboready.com
Add some harmony in the colors by blending them a little bit more together the red with the black lines is a very agressive contrast. If you pick colors dont always go to the extremes but rather well balanced so that black is never black for example but always a dark color e.g very dark red.
He's at 504 tris.
Did this rather quickly. I'll start the texture tomorrow.
lulz
joined enix for some lulz - its around 500 tris, obtw its glaceon
agreed. will pump up the vividness...
awesome piece ... really love it
i did ze textures
Here is an update on my crashers, let me know what you guys think .
Awesome! I wondered if anyone was going to do a 3D homage to the game. I know I want to!
Are you going to model/texture some of their different weapons?
Damn you, Eclipse! Damn you and your reliably available free time! Still need to texture mine >_>
Didnt each of the crashers have a different style of eyes? Diggin it otherwise! :thumbup:
It is after all just some boxes!
604 tris, 256x256 yeah it might be a bit too high for quake 1 but we'll see
its based off my irl ones, i tried to make it as close as possible(hence the noisy texture, wich some people have wtf'd at since standard disks are polished/plated), only thing missing is the text, not enough pixels for it
/e
steady, you could problably add some stronger lighting on the whole thing, but especially on the metal parts, it looks nice but atm its too monotone and doesnt really 'pop out', wich you want to considering it'll be in your face all the time ;D
put some stronger highlights(blue-ish highlights always look nicer, and normally metal would reflect the sky's colour, but that could depend on your mod's atmosphere), and add some more white to the iluminated parts of the wood, to make it look a bit more varnished-like
lowpoly halo stuff, Im getting to grips with c++ and ds homebrewing, maybe one day make the halo ds which almost came out!
I have added the reloading thingy after these shots were taken
*edit* sorry about huge image size!
mods let me know if what I'm doing here is faux pas, I can't resist moving my fingers to type.
not saying I know what I'm doing here, but I think there are some avenues you can pursue to make this mesh more optimized.
See what happens when you remove the lines I've highlighted in red to end up with the green geometry. You do lose some topography but you still retain an overall silhouette of the the original.
From my point of view, a DS screen is fairly low res, so you won't see some of those subtle changes in the geometry anyways, so there's no point in having some of them. Also some of the beveling can be cheated with the texture and shading. If you told me a few months ago that I'd be doing a car in 80 triangles or LESS, I'd have said you were nuts.
But here I am, with a car at 80 triangles and LODs going down to 22, and on a cellphone screen, you can't see the difference.
thanks for the paint over, will come in handy. I thought that 100 polys mabe abit too much 80 is much better, I am going to cut down the handle and things, much appreciated:)
next up warthog orCovenant plasma rifle hmmm choices...
chris
Paintovers and critiques are ALWAYS appreciated at polycount.
I believe the DS does 2k tris per screen. It might be 2k quads (IIRC it has weird quad-loving hardware) but I don't develop for DS so I'm just passing about heresay and halftruths.
I made three weapons, one pistol, one SMG and one assault rifle (very similar in shape to the Halo one), and their polycounts are, respectively, 32, 60 and 36. Then I made lower detail versions of the first two, which ended up being 22 and 40 tris.
The DS is not a powerful machine, and even if you can make things look good and detailed, framerate will suffer something fiercely. Low detail is something the player can grow used to, but a poor framerate never stops feeling like it's hurting the game.
I BET you can manage to bring that AR down to under 100 tris and still have it look recognizable. Push yourself! Try to cut down on parts that don't really need to be there. For my lowest detail models, I removed the handles because the player's hand would cover them anyway. You could easily remove the flashlight and replace it with a texture. Consider that, even if the player's standing in front of someone else with that AR, staring right at it, the whole rifle won't be bigger than 100x100 pixels. While working on the model, try zooming out so the rifle covers the same area on your screen as it would on a DS. Then it gets much easier to start chopping off triangles without worrying about it looking bad. Because you can't even see the difference, yourself.
[edit]
Why talk about them when it's easier to make them? Here's the sketches I made, 3Dified. With good textures, I think they'd pass on a DS. You really have to consider how much detail you want on your characters and environment, too. Of course, the 1st person gun could have quite a lot more detail, because that one really affects the feel of the game quite a lot. But for all other uses, I think I'd try to go with these.
PencilNinja: That looks awesome, great work. Really nice update to the original, great work!
chrizz1: I have never played Halo, so I don't know the reference, but it looks pretty solid. If you are going for DS specs it might be a little high, especially around the grip where the user will never really see. The DS can show a max of 2048 triangles on screen at once, so keep that in mind when dividing stuff up .
J533: Thanks a lot! I did some weapons indeed! I might do more if I have the time and what not. I want to add some blood to them as well :P and maybe do some more of the funny/cooler weapons instead of the basic ones.
BrodyB: Thanks? I liked yours man, but I just had it in my heart to do these guys because I fell in love with the game, sorry, I didn't mean to kinda steal your spotlight.
Flaagan: I n their big portraits, yes. But it was just a quick palette change to see how they looked. I might go in and change them up and what not later, but yeah, i kept them the same for now. I think they are like that in the game, but I didn't check I just have too much fun playing it! :P.
Anyway here is the updates on them. I based the first render off of this old screenshot on the website (http://www.castlecrashers.com/images/thumbnailed/cc_screencap24.jpg) . I want to photoshop in the magic, but I don't know if I will have the time, if I do, I will post it up here. The others are to show off the weapons and poses. Again the crashers are 248, the mace is 176, the sword is 29, and the axe is 66. For the outlines I just duplicated the mesh and used push. I hope you like them, C&C are welcome!
to go along with what rox has said, i have cut it down to 89 poly, i could still take more detail if anyone reckons so?
I have taken it down to 85, i realised i had some unneeded geometry on the back
The scene shown in Flash would be 987 tris. but since I render faces as polygons including 4 or more sides flat surfaces its reduced to 499 faces. The demo has a noise cam but you can change the perspective yourself as well.
engine demo:
http://www.renderhjs.net/_temp/MSO/dm02/londonDemo.swf
editor (actionscript written app)
here is shot of my scene editor where I can place different exported objects (on the right in the browser you can see the city, additional cars and the light poly)
3ds construction
some shots from 3dsmax:
the uv´s from camera projected objects look funny
renderhjs: Dude, I love what you're doing! I tried out some of the stuff on your site, it's all awesome!
nice 1
His name is Darren Smith, and its funny because i originally planned to make it for the gba without realizing his initials were DS, lol.
Might optimize the mesh some more, if you guys think that 565 is too high.
What poly count would you suggest for the most detailed characters without knowing any information on what props their might be or the polycount of the scene it would be in?
EDIT:
Here he is at merely 504 polygons, reccomend anymore reduction? I read that the models in guitar hero on tour are around 2200 a piece, thats crazy for a ds! But i bet the backgrounds were super super low detail, and like only 2 characters show up on screen at a time.
Just realized that last shot was triangulated, dont know why it was, i didnt triangulate it, oh well its fixed now.
470 tris, Vahl's wanting me to retopo it and do a sculpt in mudbox and create normals for him :P
will probably do a DS spec version though just to keep my hand in and then do the normal mapped version that would look about right for the newer generation of handhelds that will probably be hitting the shelves in a few years' time
i meant polygons, as i've read that the ds can handle quads as well as tris. Will it make that much difference on the ds, i mean, if a mesh has 400 polygons, but 700 tris if it were triangulated, would it be better to just use the 400 poly mesh with quads instead?
225~ tris
256x256 diff
Not sure what to do with this one. Not looking satisfactory but not sure what kind of details I should put on it. This is for a RTS type game so it shouldn't be too cluttered... maybe 256x256 is an overkill for this.
This is mostly correct. The DS can handle 2048 primitives, and has space for 6144 vertices (which maps to exactly 2048 tris). You can use quads, but then you'll run out of vertex ram before you run out of polygon ram, so you'd be able to show 6144 / 4 = 1536 quads.