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created low poly shop model
on 03-09-2010 10:31 PM
hi all!! ..remember me???...low poly girl model(XD.face) 
ok here is a shop model for a game.
count==314 tris

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, null,
6 Posts,
Join Date Dec 2009,
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@chanfan Arvid you soo coool ;) keep it up homes
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, spline,
164 Posts,
Join Date Jan 2008,
Location School of future entertainment, Karlshamn Sweden
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hello folks! i'm a great fan of the pixelated lowpoly stuff out here.
im completely new into modeling and after doing 2 tutorials i started my first blender model.
276 tris per egg, 128x128 handpainted texture
by the way: how can i get it "slimy" in blender.. use a spec-map? does it work also with shader off?
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, line,
81 Posts,
Join Date Mar 2010,
Location Berlin
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@Karera, Haha thanks bro!
@Fearian, thanks! Yeah I know, the only places I added a bit of sagging is on the roof! The rest is straight and sturdy, the way it should be! 
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, null,
20 Posts,
Join Date Nov 2008,
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Disclaimer - I made this model after learning modelling for 3 days.
It's a Katamari version of my friend Dan. 192 tris.
Here is the model in action in my 3D engine - http://rumblesushi.com/katamari_baldwin.html
Cheers,
RumbleSushi
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, triangle,
451 Posts,
Join Date Oct 2009,
Location Ingletown innit.
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my imitation of one enemy from rayman 3 still need to finish hands and weapon

197 ver
579 tri
tex 128x64
Last edited by Lionx_Dagger; 03-12-2010 at 02:52 AM..
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, null,
24 Posts,
Join Date Dec 2008,
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Nice Katamari dude rumblesushi. And thats a nice character you got going there Lionx_Dagger, nice clean textures.
One thought opens a thousand eyes, one sun brings a thousand dawns...
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, vertex,
49 Posts,
Join Date Aug 2009,
Location Puerto Rico
, null,
15 Posts,
Join Date Mar 2010,
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I saw this thread and felt inspired to try something, so I'm attempting a quite low-poly of a somewhat stylized Miles Edgeworth. Texture is next, so hopefully I pull it off...
(Had to actually do this twice, as the first time I had just about finished the modelling, accidentally tripped my power filter, and learned my save, and its autobacks were corrupt)

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, null,
1 Posts,
Join Date Mar 2010,
Location Ontario, Canada
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Here's my motorbike all painted up. I've got a 256 on the bike and 128 on the tires. The texture is just about done. A couple areas still need some love and I'm not sure how I feel on the spokes I may retexture them.

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, line,
78 Posts,
Join Date May 2008,
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illadam: your motorbike is awesome! looks so detailed for so few polys!
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, null,
2 Posts,
Join Date Oct 2009,
Location Melbourne, Australia
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Your motorbike came out really nice! But I think you may add some light effects to the chassis, just like you did with that box under the seat. You should try to add more "volume" to the texture!
Argh, now I notice... Where is the chain? :O
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, triangle,
267 Posts,
Join Date Oct 2009,
Location Italy, but willing to leave to a better country.
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Illadam, that bike is looking pretty cool. But I agree that you should try and add more lighting to the textures, also the exhaust pipe is a bit bland at the moment. On motorbikes the exhaust at the end is sort of a burnt blue to it.
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, spline,
177 Posts,
Join Date Sep 2008,
Location Los Angeles; California
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Thanks for the crits! I'll see what I can do about giving it some more volume. I didn't even realize I forgot the chain haha! I may need to add another poly because the swing arm is mirrored unless anyone knows some tricks. I've actually been working on the exhaust but I'll add some blues in there too. Right now I am doing a grundge pass on the engine and exhaust.
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, line,
78 Posts,
Join Date May 2008,
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I need crit please, obviously a wip
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, spline,
179 Posts,
Join Date Jan 2010,
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The second character for our iphone game. Same specs:
polycount: under 300 tris
texture: 256x256
Hope you like it and any c&c welcome. In this one i tried to apply some tips i received with the first one.

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, null,
7 Posts,
Join Date Feb 2010,
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Awesome texturing, the watermark is a bit much, you could delete every other row.
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, polycounter, lvl. 13,
7,246 Posts,
Join Date Jul 2009,
Location Columbus Ohio
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watermarks are something from the past, when UV mapping was not really present and because of that every texture or UV was a single square- like a square of bricks. Adding watermarks on unwrapped textures these days is kinda silly because it is useless without the mesh and its UV coordinates especially with a complex object like a character.
I must say though very nice texture work 
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, veteran polycounter,
3,041 Posts,
Join Date Mar 2008,
Location Sydney Australia
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nobunny, Very good texture!!! I realy like it! ;)
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, spline,
236 Posts,
Join Date Jan 2010,
Location Brazil
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Quote:
Originally Posted by renderhjs
watermarks are something from the past, when UV mapping was not really present and because of that every texture or UV was a single square- like a square of bricks. Adding watermarks on unwrapped textures these days is kinda silly because it is useless without the mesh and its UV coordinates especially with a complex object like a character.
I must say though very nice texture work 
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I dunno about that, didn't someone rip off a bunch of texture areas from one of Bobo's models a while ago? Some snake like thing that was all unwrapped like normal?
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, veteran polycounter,
2,695 Posts,
Join Date Jan 2007,
Location San Jose, CA
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I think it isn't a bad idea to do it on low poly work, it just doesn't need to be that dense.
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, polycounter, lvl. 13,
7,246 Posts,
Join Date Jul 2009,
Location Columbus Ohio
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Yeah, I would do it too if I were pimping something I plan to sell. Usually though I don't mind if someone uses my textures, so long as they ask first.
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, dedicated polycounter,
1,416 Posts,
Join Date May 2006,
Location Asylum
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looks like a cool character! I don't really get why the checker pattern is so weird though.. it looks like he knitted it himself, but he used only 2 materials, and he doesn't look like the kind of guy who would be able to see that is cool. basically what I mean is: i'd make it either more checker-like, or more self-knitted like as if he put on some custom pieces of cloth.
I really like the texturing on the face so far.
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, veteran polycounter,
2,582 Posts,
Join Date Dec 2006,
Location the Netherlands
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Thanks everybody.
As for the watermark, like i said in my first post, this character along with the others that will follow, will be used in a commercial project, so call me paranoid but the watermark will stay :P . I was witness to some theft at some companies i worked for, and i must confess you never take it too serious until you experience it first hand.
On the other hand, i think this discussion is degenerating, we should stay on topic, that is low poly art.
@ Japhir: I didn't think too much on that subject, i just tried to make something that looks cool  . It should look self-knitted because he is part of a community that is not too technologically advanced. As for the custom pieces, i might do another pass on all the characters once they are all finished. Right now i didn't put too much effort into that because of time constraints. It's a bit tricky to get it right because the uvs are in mirror.
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, null,
7 Posts,
Join Date Feb 2010,
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Very impressive for under 300 polys, without a doubt. I would have guessed more, without seeing the wireframe.
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, triangle,
451 Posts,
Join Date Oct 2009,
Location Ingletown innit.
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