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
Man, you nailed that concept art. LOL.
Baddcog: Thanks for appreciating it!
the back of the knee and crook of the arm are fine though, you just need the same on the other side to "stretch" with your "collapse"
kessler: looks freaky!
If you were to just show it to us without strange lighting, composition and the fading, then we'd better to able to tell you what we thought. And while I think you're onto something, it can always be improved!
One point I can already bring up now though: If you're going to map the horns that large on the uv's, make it pay off. The horns are without a doubt the weakest part of the texture, and they look rushed
This one I started this morning. I did the model once and it ended up at something like 450 tris, this one turned out at barely over 400. Only took me an hour or so to do both of them. The rest of the day I've been trying off and on to make a damn texture. You'd think a 128x128 texture would be quick and easy to paint, and maybe I'm just being really anal and trying to get to much subtlety into it or something, but I spend literally hours painting this crap. I wanted to do a little Lilo and Stitch scene - a diarama of the record player scene - but now I'm just giving up on this little rat bastard. I think something in my workflow is flawed. Maybe the UV is horribly bad or something... i dunno. Anyway, here's the result of a wasted day on a poopy quick background thingy:
He's around 420 tris or so. Mouth is articulated (for the diarama... his mouth would have been open...) Maybe I'll attempt re-unwrapping him tomorrow. I didn't snap to pixels, and I didn't really spend a lot of time on the unwrap, so that's probably not helping.
494 triangles.
The fish are between 400 and 500 polys.
Edit - I should mention, alpha maps are specifically not being used (everyone's first comment is "you should alpha map the fins!"). In our case the additional geometry is cheaper than using a more complex shader on the iPhone hardware.
But you can get alpha for FREE if you use PNG files, no shaders or extra code needed, it's part of the operating system.
sweet!
i'm going to start texturing today, thanks for the reply!
Damn they look really cool, very stylish too!
Various Angles View:
Wires:
Texture:
This model is incomplete at the moment as weapon is to be added while the floor material is to be further refined. Rigging is done but no animation is applied yet. Anyway I believe it is ready for public comments.
Drew a shield, im gonna model this (say, Warcraft specs)
I can't believe I used to respect you.
HAPPY INDEPENDENCE DAY, US PEOPLE!!!
Also, I can apparently type ok while drunk. I must not be drunk enough...
Really Likeing the Alien in Star Trek Clothing lol
I can't take credit for the designs, the concepts were created by a very talented co-worker
Hawken: Thanks for the tip, I'll check with my programmer and see what the deal is. We are using Unity so maybe that's why? Regardless, I'll look into it, so thanks!
Finished this after a year not working on it.
602 tris
anyways, i got back to my shield, almost forgot about it, modeled it today, UV'd and an AO bake, ready to roll with the texture:
moar sewn.
Why the hell I didn't finish hands & feet before posting, nobody knows. I'll tackle them an' gore together.
vrav, looking sweet. Would have been sweeter if you actually had the limbs/head/torso/appendages as seperate meshes
The horde logo seemed to fit really well.
and yeah, i know, needs waaaaay more contrast (and some color)
EDIT:
image updated.
more to go!
Really awesome work JFletcher...love that style.
Please tell me those spikes are geometry. :poly142:
Slaught, yeah its geometry, originally wanted small rivets but spikes seemed cooler
@butt_sahib
erm, dunno where to start i just made it real quick, the shape was easy enough to model and UV, texture is almost a whole, cloth was just smudge and pray, came out perfect first try (well, not perfect, you know what i mean) and lasso tooled the tribal patterns.
anyways im calling it done i think i'm just making it worse, was a fun quick piece:
yeah probably over did the blue tinted shadow but w/e its just for a neat presentation, if i want to change it i can just move a slider up or down.
Heres a little cyclop-robot-baby-thing I made to get back to Max(after using Maya for almost a year). Took me an effin' 1 hour, it's hard to reset/relearn those shortcuts! 128 tris, 64x64 texture