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
@ rooster - hmm, I'd need to add a load more cuts to reuse the same light tex, I guess I could make it floating, back to the drawing board.
if it were me, I'd probably leave a cut right down the middle and mirror all the bits, and just have unique texture for the polygons that have those details. Or, to avoid the cut down the center, use the trick where you set the uv space past 1 to mirror instead of tile (not sure how tbh, just seen it done) and then use that area to mirror instead of a geometry cut
I'm pretty much calling this one a day for now. I might come back to it in the future but it was a fun little jaunt into the world of low poly! I might start planning another scene or a character now...
I have made an Tire.
My first Objekt i have made with Normal and Diffus.
From High Poly to Low Poly Projection.
Please for Comments and Critic
Got wires and flats? Looks like you have some visible seams on the normal.
Diffuse looks pretty good.
How many tris also?
The Wire and normalmap
72 tris per Tire
Hmmm - looks like it's the wires showing through on the rendered ones, are you using max ? The normals look clean, it may be that you've got sharp unbevelled edges that may be causing the light/dark lines on the first image posted.
http://boards.polycount.net/showthread.php?t=48305
Its not done.
Going to texture him tomorrow
looks fine. especially for a first diffuse and normal attempt. gj.
Jason Statham?
Nice texture
Well I'm new here but a little old to the 3d stuff.
I really enjoy all your work guys. I love the lowpoly art so I decided to show you an old attempt to. . you know who. Spongebob.
The modeling looks neat though
eric , Thanks dude , my problem is that I haven't made all the stone separate , so I had to reuse the same texture all over it.
Do you think its better to make it all separate or just make a better pattern ? Thanks again for your advice !
I also think you should desaturate the rest of the texture a bit and try to add some more variation in the color to get it more stone looking
Keep it up!
i can reduce the polycount a bit but not many
some vertices must be there for the animation...^^
animation test
Pixelchaot: Nice job on the Samurai and Horse. I'm always amazed at how much can be accomplished with just a few tris. Keep up the good work!
If i might suggest a couple things, i'd say the scratches on the corner of the steps are too fine and too many, i keep wondering what made those scratches! heh.
I also think the bricks for the steps don't really pop as 3d, the seams between the bricks don't look very convincing imo. Im not sure how to explain this, so if you don't mind, i made a small paintover:
Very cool though, makes me want to do some environment stuff.
Came up with this guy during my political science class (was bored *shrug*) and decided to go for a lowpoly of him (made a few changes). Once I get my tablet i will be doing the texture for him (I suck at mousing >.<). I also wanted to play around with shading in blender
508 polys total = 487 character + 20 mask
crits are welcome
538 polys total
Eric , I see now , never thought of baking it. And I will defiantly create that kind of parts separate from now on. Thanks for all your advice !
JFletcher , Thanks for the amazing paintover , a pictures say thousands words. I see what you mean now.
And you should definitely try environment stuff ! It's so much fun :P
edit : sorry for dubble post
Making boxes for our psp game in school
32x32. cardboard box and monitor 64x64
Raiskul: I think the new quiver and sword you added really helped. My only tid bit would be to rotate the sword sheath down a little so it would look more natural/loose. Aside from that, I'd say things are looking real nice. Now the fun part, optimization and texturing
No companion cube? not even for funzies. No box collection is complete without it!
Edit: I forget, how would I make the texture all sharp like it would on ds game model textures, when I render it?
Turn off mipmap lookup and texel lookup.
That is if you are using 3dsmax.
I realise the texture is a bit big but...there's a big difference between 512 and 256.
Got a shot of the wires/uv flats?
Here's something I've been working on recently
114 tris per can, 256 Diff/spec/normal map
Final figured out viewport shaders in XSI (kinda).