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MrCup
07-30-2005, 06:17 AM
Do you do super low-res models? DS / PSP spec?
Well post em here!

For more info check Omita’s and Adam Atomic’s threads about the,
DS and PSP specs:
http://forums.cgsociety.org/showthread.php?t=249695 (http://forums.cgsociety.org/showthread.php?t=249695)

and their models:
http://forums.cgsociety.org/showthread.php?t=249275 (http://forums.cgsociety.org/showthread.php?t=249275) Omita’s dude
http://forums.cgsociety.org/showthread.php?t=251641 (http://forums.cgsociety.org/showthread.php?t=251641) AA’s Ships
http://forums.cgsociety.org/showthread.php?t=204050 (http://forums.cgsociety.org/showthread.php?t=204050) AA’s Halo models
(go past broken images)
http://forums.cgsociety.org/showthread.php?t=205940 (http://forums.cgsociety.org/showthread.php?t=205940) Hailey Bop’s Ninja

Here are my first two. A Super Cobra chopper and a slightly toony tank. Both are exactly 100 polys and took about one to two hours. I’ll texture them when I have some more time.


http://img.photobucket.com/albums/v388/looptydooper/th_wires.jpg (http://img.photobucket.com/albums/v388/looptydooper/wires.jpg)

The tank as two layers of pollys in the tracks so I can add stagged wheels.
Also if I did the choppers rotor as a large square with an alpha would it need its own texture?

AndyH
07-30-2005, 09:24 AM
This thread has a lot of potential - the gathering of low poly goodness!

Ive only ever had 1 go at super low poly work.
My 'chav' youth:

http://www.btinternet.com/~chunglist2/Images/Gallery-Personal/Chav-final.jpg

Took 5 hours in total. Hed be ace in a swarm for an RTS or shoot em up!


EDIT - Woohooo! 2000th post! :bounce:

hanzo
07-30-2005, 12:32 PM
good idea man, I'll post some of my really old stuff here.

COFF COWFF! Andy? dude haha that's mad man, i will catch up with you yet!

Rod Seffen
07-30-2005, 01:58 PM
What is the point of really low poly models, exactly?
Some sort of masochist regression?
Think yourself lucky you don't have to design models like this for games anymore.

hanzo
07-30-2005, 02:18 PM
What is the point of really low poly models, exactly?
Some sort of masochist regression?
Think yourself lucky you don't have to design models like this for games anymore.

good point, just some of us would like to have an excuse to show some really old garbage off :D

MrCup
07-30-2005, 04:49 PM
What is the point of really low poly models, exactly?
Some sort of masochist regression?
Think yourself lucky you don't have to design models like this for games anymore.

Well sub 500 polys is quite normal for HIGH END portable consoles also current pc RTS.

AdamAtomic
07-30-2005, 05:44 PM
Yay low poly! Here is a better link to my Halo models:

Halogen (http://adam.lastchancemedia.com/halogen/)

Here are a couple better DMS links for anybody who missed them:

Individual Mini Ships (http://adam.lastchancemedia.com/daily_mini_ships/)

Mini Ships Comp Sheet (http://adam.lastchancemedia.com/daily_mini_ships/set_comp.jpg)

Also, the new Halogen site just went up, we have lots of new unit renders and gameplay videos!

Halogen's New Website (http://halogen.slipstreamproductions.net/)

The latest update features the Radar Station I designed and modeled, it was skinned by the amazing Spyvspy (he has done a majority of the Halogen skins, he's a frickin wizard).

Go go low poly! I know toastie and hailey_bop have some sweet stuff to post here...

EDIT - Oddity - These skills are still very much in demand. I have received multiple blind (as in I never applied there) offers for work at various nGage/DS/PSP-oriented studios around the country. Remember, the best-selling console in the world is still the Gameboy! It's easy to forget when you're being bulldozed by Gears of War screenshots, but a majority of the games being made are for gameboy and PS2, neither of which can handle particularly detailed models (or any models at all) or textures. Also, even next-gen AAA games will rely heavily on LOD models, which is a fancy way of saying low poly. On top of that, the casual gaming market is growing bigger and faster every day and doesn't much care about normal maps or ambient occlusion. Not to mention simply trying a couple gives you (usually) a much-needed respect for what you can do with a couple triangles and a single pixel! So dismiss it if you like, but there is still both valid commercial and artistic value here! Plus they're fun :D

AndyH
07-30-2005, 06:41 PM
Looking good - now wheres soul's contributions - he is the low poly master!


I agree with what your saying adam. Next gen games development will become more and more like regular high-poly work, what with increased poly counts, per pixel shading, effects, subdivision and elaborate shaders, so its a nice challenge to create something that looks great with so little to go with. I find the visuals for games like metal gear solid 3 and devil may cry 3 utterly stunning, yet they are made with limited, old hardware. Graphics that good require tremendous talent (as well as damn good coding!), and thats what we are aspiring to acheive!
The psp is destined to become extremely popular, so more developers will be requiring artists who can achieve good results with limited poly counts. Also, mobile phones, web games and TV games are using 3d in a limited capacity too.

Seebaer
07-30-2005, 08:03 PM
okay, this is my first post of an model here at cgtalk, because iam a total n00b in my mind :-)

it was my first go for ultra low poly modeling and should be a zombie.
he got 184 tri polys and a very shitty 256 texmap (not very economical i know). sorry but i suck at painting, so i never finished the texturemap, that are only rough blockings and i started to do the face (mousepainting, because i don't own a tablet).

wire and unwrap ( http://www.3d-ring.de/3d-galerie/3d_bilder/713_6.jpg )

textured version ( http://www.3d-ring.de/3d-galerie/3d_bilder/713_5.jpg )

greetz the baer

6gZ
07-31-2005, 01:50 AM
Here is my Ford Ka with 12 polys! :) But large tex map with alpha, i dont remember the exact size of it though. Thread link (http://forums.cgsociety.org/showthread.php?t=154564)

hanzo
07-31-2005, 07:48 AM
Adam Atomic wicked stuff man, that actualy looks good !?.. dang! Oo

PS:sorry I'm kinda slow on post'n mine

AdamAtomic
07-31-2005, 08:05 AM
hanzo - thx mate :) I forgot to post them earlier but here are some quick PSP tests I did a couple weeks ago:

Cargo Containers (http://adam.lastchancemedia.com/psp/cargo.jpg)

Textures (http://adam.lastchancemedia.com/psp/cargo_tex.jpg)

MrCup
07-31-2005, 02:04 PM
I am dieing a slow death trying to do these 64x64x16 textures.
Anyone feeling generous want to post their process?

MrCup
07-31-2005, 04:56 PM
Got sick of texturing and went back to modeling.
95 poly toonish submarine, 45 min, alpha map used for rudder and screw.

http://img.photobucket.com/albums/v388/looptydooper/th_subwire.jpg (http://img.photobucket.com/albums/v388/looptydooper/subwire.jpg)

dale22x
07-31-2005, 07:37 PM
Here i decided to see how well i could do this....it's 335 polygons.i am currently mapping it...

(http://www.mustangmods.com/data/6909/womanwire.jpg)
UPDATE,..since no one has posted since my last pot i'll just update this one instead:

well i've mapped and tetured it now,..

Should i have left more space for the head on the map? was i just unable to texture the model properly...
http://www.mustangmods.com/data/6909/finishedwoman.jpg

loner86
08-01-2005, 01:45 AM
After seeing so many low-poly models from everyone else I decided to finally make one of my own. It could be used in a game as some kind of health power-up. :thumbsup:

http://img39.imageshack.us/img39/8468/chinesetakeoutpost5zw.jpg

dale22x
08-01-2005, 02:17 AM
....i think you used a lot more than necessary even if you where making something liek a quake mod...

that box could have been made easily with only 14 polygons,..and then how ever many you would need for that handle...which if it where acually made in 3 dimentions,..(3 sides or more) shouldn't take you more than 18poly gons,..

i don't understand why there are so many edges on the flat surfaces?

loner86
08-01-2005, 02:23 AM
Well to answer your qustion about why so many edges. I didn't model it as a box, its actually like a real take-out carton and I made it flat first, then folded it up into the shape of the container. I was thinking that when it was picked up it would like unfold to reveal what was inside of it. But your right about using too much to make it, it could be simplified in some areas.

MrCup
11-22-2005, 11:17 PM
Got some free time and did these. Horay!

http://img.photobucket.com/albums/v388/looptydooper/444woman.jpg

http://img.photobucket.com/albums/v388/looptydooper/128trex.jpg

http://img.photobucket.com/albums/v388/looptydooper/100Cobra.jpg

AdamAtomic
11-22-2005, 11:37 PM
Nice!! The girl and the dino are just A-class beautiful stuff. Another fun thread for teeny models can be found here (http://www.cgchat.com/forum/showthread.php?s=&threadid=18643). Some humbling work up there!

GradiusCancer
11-22-2005, 11:45 PM
haha, awesome thread, not many environments so...

here's my wrestling ring
http://chrisholden.net/tnaring03ch.jpg
more images, textures, variations and specs here
http://boards.polycount.net/showflat.php?Cat=0&Number=83964&an=0&page=0#83964

and a slightly older piece
http://chrisholden.net/chapel08pspch.jpg
more images, textures here
http://chrisholden.net/05.htm

Both are meant to be around PSP spec.

TheGodZero
11-23-2005, 06:59 AM
http://tgz3d.com/images/graveyard5.jpg
http://tgz3d.com/images/skelren.jpg
http://tgz3d.com/images/64frog.jpg
http://tgz3d.com/images/32roach.jpg
http://tgz3d.com/images/16wasp.jpg

i have more stuff, but that i wont be showing untill next month.

the_podman
11-23-2005, 07:23 AM
Wow, GodZero! Those are freakin brilliant. Are those from an actual game or just personal works?

2019
11-23-2005, 01:24 PM
Some really fantastic work here. :applause:

This is what ive been making, but never have finished it.

MrCup
11-23-2005, 03:43 PM
Did another one today. Inspired by God Zeros animals.
And I love both grave yard scenes!

http://img.photobucket.com/albums/v388/looptydooper/120Frog.jpg

http://img.photobucket.com/albums/v388/looptydooper/frogjump.jpg

Shimmer
11-23-2005, 10:21 PM
an old one, but hey

http://www.stephko.viranyi.de/portfolio/gameart/folio_mobile.jpg

mindrot
11-23-2005, 10:34 PM
Wicked TheGodZero. That is so cool. Love the scsne you've created. Toook a look at your website. Some good stuff there to. :twisted:

Shimmer, that remids me of some Quake work...excellent :thumbsup:

Some great work here guys... keep 'em coming.

Athey
11-24-2005, 12:59 AM
Heh, just about everything I've made in the last 5 months is PSP spec, however I cannot post any of it, cuz it's for an actual game, and that game's not out yet ^^;
I'll post in march - haha.

And just for any of you who might be inclined to make a character model with PSP limits in mind - the system's max texture file size is 128x128, however that doesn't mean that the whole character has gotta be unwrapped onto a single 128 map. Where I work, we have a 128 for the legs, a 128 for the torso, a 128 for the head, etc. That way we can get decent looking textures, but still be within limititations.

the_podman
11-24-2005, 03:01 AM
It's really nice to get "inside" PSP info from you, Athey. Thanks for that. If you are using 3 128 maps for a character, is there a limit to how many characters/entities are on screen at the same time? Do you foresee these limitations being exceeded in the future once the engines get better or is 128 texture the absolute max the PSP can handle.



.

WAcky
11-24-2005, 03:52 AM
It's really nice to get "inside" PSP info from you, Athey. Thanks for that. If you are using 3 128 maps for a character, is there a limit to how many characters/entities are on screen at the same time? Do you foresee these limitations being exceeded in the future once the engines get better or is 128 texture the absolute max the PSP can handle.

i dont think theres any question about it.

I know for sure that in a future firmware upgrade they will be increasing the CPU speed of the PSP and new and better engines in the future will surely be able to do better things...

I cant wait to see whats going to happen when it gets a little older and better known :)

TheGodZero
11-24-2005, 05:40 AM
Athey, so whats it like in bend now days? I used to go there in the summers for a few weeks, but i remember a tiny town, not one that would support a game company. you should drop me a line on one of my IM's (i'm always on). I'm working on trying to get together a team to make a psp game myself. Figure you might know the rite people to talk to.

Womball
11-24-2005, 05:52 AM
How do you model and texture in only 3 hours? Even if they are low res! Woah! This looks fun, but I probably need to master uv mapping before I attempt this. :-(

Conor O Kane
11-25-2005, 12:01 AM
190 triangle rocket for a GBA game. 1 128x64 texture.

http://www.cokane.com/temp/StratoXL_GBA.jpg

Schwinnz
11-25-2005, 12:35 AM
I did this one a couple months ago, it's 178 polygons.

http://www.heliosmulti.com/plaplo/images/3dwork/zb_col.jpg
http://www.heliosmulti.com/plaplo/images/3dwork/zb_wr.jpg
http://www.heliosmulti.com/plaplo/images/3dwork/zb_uw.jpg

the_podman
11-25-2005, 04:58 PM
That's really nice, Pierre. Only crit would be the UV layout, but the paintwork is great.

I'm really enjoying this thread. :) It's inspired me to finish my Parasite Eve game save on PS1.

jfalconer
11-25-2005, 09:48 PM
Falco from Starfox, about 220 triangles
http://i26.photobucket.com/albums/c113/jfalconer/Falco220polys.jpg

the_podman
11-25-2005, 11:27 PM
HA! Nice one, jfalconer! Keep em coming, fellows :)

Tiberius
11-26-2005, 10:18 AM
Actually the PSP's major limitation vis-a-vis textures is its cache size, which is only 8k. That means that any polygons being processed in the cache must only use a certain maximum size or force a state change which can cripple your frame rate. Let's say you have 2 polys (quads) using 1 256x256 texture. That means that each quad is using 128 x 256 pixels of the texture while in the cache (and each tri in each quad would only get half of that). Feel free to make a 1024x1024 texture if you want, but be prepared to ruin your frame rate. I think that means the biggest 8-bit texture that can fit in the cache is something like 128x64 and the largest 4 bit is 128x128. I would suspect that the majority of PSP devs are using 4-bit textures wherever possible (this was much the same problem on the PS and continues with the PS2...Sony has a thing for crippling otherwise good hardware).

Just keep in mind that those are max sizes PER POLY as it passes though the cache. In other words, avoid big polys with even modestly large textures on them. It's also a good idea to avoid large polys given the fact that the PSP will cull any poly that falls outside the camera frustrum (viewable area) rather than clip it (cut it to fit rather than wipe out the whole poly), resulting in big holes in your environments if you work with large polys. That kind of clipping can be written in software, but the PSP won't do it natively. The good news is that compared to the DS, the PSP is a polygon monster, so there's a good amount of breathing space.

And I'm told the stencil buffer "rules" courtesy of a programmer that recently implemented limited reflections.

AdamAtomic
11-26-2005, 03:49 PM
awesome post Tiberius! I knew that you were supposed to use small tris with small texes but I didn't know why, thx for the behind-the-scenes info!

bricevdm
11-27-2005, 02:28 PM
Tiberius is right, but actually the problem was the same on ps2. Optimal texture size are as mentionned 128*64*8 bits, 128*128*4bits 64*32*32bits. Doing smaller textures - I saw some on this thread - is useless from a power point of view, you will only gain Vram space since cache only load one texture at a time.
I think, but i'm not sure, that poly size on screen is not related to the cache, but to the rasterizer. The bigger a poly is on screen, the most pixels it has to draw on a single time, time during it cannot reload the cache. It's not a problem with 3d models, but mostly with particles system. Sometimes you go trough a PS and 100 particles (2tris) are drawn at a full screen size, with alpha test etc... then Frame rates drops. In the end you only have to care about texture size, I've done a previous post about this http://forums.cgsociety.org/showthread.php?p=2715932#post2715932 where my english is not better but anyway....
Hope this helps :thumbsup:

Shimmer
11-27-2005, 05:22 PM
did this a while ago, forgot to post, sorry
It sucks, ~2 1/2 hours work.

http://www.stephko.viranyi.de/WIP/comp_monster.jpg
dunno the specs anymore. somethin like 200 tris or so. Dunno

http://www.stephko.viranyi.de/WIP/comp_monster_flat.jpg

Tiberius
11-28-2005, 02:54 AM
No, to avoid any confusion, the poly size doesn't have anything to do with the cache. However, it does have to do with clipping and the camera frustrum (the camera's "visible" area, which does not have to match the size of the screen, btw). In a nutshell, large polys will be culled in a decidedly ugly way if they move even partly outside the camera frustrum, producing holes in your mesh (mainly a problem for environments). The camera frustrum can be widened to encompass more than the screen resolution, thereby allowing polys to be drawn even when they move partially off the edge of the screen, but doing so increases the load on the cpu as you are drawing more polys than necessary. You can write clipping routines in code that will more effectively trim the edges off polys as they reach the edge of the screen ("clipping" vs "culling"), but again, there is a bit of a performance tradeoff (not sure how much on the PSP).

Particle systems can cause havoc as they tend to chew up fill rate and are prone to severe overdraw (drawing pixels that will never be seen thanks to being blocked (occluded) by another object or particle).The PS2 can crank out some serious particles, though, thanks to the vector units, so long as they don't get too big. Once upon a time I worked on a tank game that had a lot of particles in it (the game never got past the demo stage, so don't ask). At first we tried using nicely animated particles for explosions, but quickly discovered that we were breaking the cache and killing our performance. One of our animated explosions was costing us as much as a fully textured building (over 1,000 polys). Pop off a few shells and you were chewing up the cpu equivalent of a city block.

Tiberius
11-28-2005, 03:33 AM
I notice most people are tending to use texture sheets for their models rather than separate textures. Generally for the PSP it is better to use multiple textures rather than one large sheet. There are multiple reasons for this, ranging from controlling texture resolution (it's easier to up the face res and lower the pants if they aren't on the same texture sheet, and you waste less space) to bit depth and palette concerns (better to have 4 textures with a different 4-bit palette for each than one large texture with an 8-bit palette).

I can't say if the DS works the same way, but I would imagine it does since it has even more limited texture resources than the PSP.

WAcky
11-28-2005, 04:56 AM
edit - duplicate message

WAcky
11-28-2005, 05:03 AM
so like athey said, would using 2 or 3 128x128 @ 4-bit textures be the most optimal? or using even more textures at different sizes?
for example whats the most optimal?
two 128x128
or four 64x64
or one 128x128 and two 64x64?

do these techniques and whatnot pretty much all transfer over to ps2 or are they quite different?

Tiberius
11-28-2005, 05:59 AM
What you go with depends on your situation. I've used a ton of small 4-bit textures for my environments, but for my characters I have used a mix of 4 bit and 8-bit. It depends on where you want to invest our resources. The characters I did were to be seen relatively close up, so I put some extra bits into the face to preserve the color variations. The clothes, though, were all 4-bit as they were relatively monochromatic. You might have to go 8-bit, though, if you have fancy designs or logos on your clothes. Basically its color vs resolution. For sure, if something is only going to be seen from a distance or in passing (i.e. in a racing game) hammer away at the bit depth AND the resolution, if possible.

As you can see, it takes a bit of thought. Generally, though, the more you can go with 4-bit, the better. I used to use a lot of 4-bit textures on the PS2 for things like the ground and such to give me more resolution and reduce any obvious tiling. Which brings up another thing about the PSP, namely texture tiling. I worked mainly with Renderware on the PS2, and we were limited to tiling our textures based on how often they would divide into 2048 (a 512x512 would tile 4 times while a 64x64 would tile 32 times, and yes, bit depth was a factor again). The PSP seems much more limited, but this may be a related more to the code than the PSP. The PSP does have a limited (8-bit, I think) and full precision mode which affects things like tiling. In full precision mode I could tile quite a number of times (at least 16, though it could easily go higher), but limited precision cut me down to 2. The tradeoff was performance. Limited precision was WAY faster, bumping us up to nearly 100 fps from 45-60 (this was before we implemented a lot of features, so don't expect a finished game to necessarily maintain those frame rates). It's important to know your tiling limits before you start working on terrain or buildings or anthing with obvious repeating elements.

I should also mention that textures don't have to be square, sizes like 128x64 work fine (or at least they have for me, ask your programmer(s) to be sure).

WAcky
11-28-2005, 06:16 AM
im sorry to sound so stupid about it but im pretty uneducated when it comes to this kind of thing but im really really interested in this kind of stuff.

So basically when it comes to the industry its quite a bit of trial and error but the programmers will have a fair idea of what will work and what wont?


Also, say we were doing psp assets for a folio what would be some basic rules you could give us to go by.

Do you know any information on any assets for any shipped games so we could possibly look at screen shots of the game, and see these rules in action? poly counts, texture sizes and depths for both characters and inanimate objects and props.

Thanks alot for all the information youve put forward. its pure gold i tells ya! :D

marin3dbg
11-28-2005, 09:40 AM
hi ,on low from me

http://marin3dbg.pochta.ru/tehnokaka.jpghttp://marin3dbg.pochta.ru/tehnokaka5.jpg

WAcky
11-28-2005, 09:42 AM
looks good!

looks like youve got the right idea at the elbows but i cant see the shoulders and knees deforming well...

keep it up!

Tiberius
11-28-2005, 09:46 AM
It's less trial and error and more a question of experience. You just learn what rules to apply and when. The PSP works much like the old PS but with many of the flaws corrected (bilinear filtering, perspective correction, z buffering (even if it is only 16 bit...)) and with a more robust poly count. It's not a PS2, but you can still do some surprising things with it.

And yes, you can and will find that regular consultation with the programmers can save huge amounts of frustration.

In general, I make my textures at about double the needed res and then touch them up after resizing. I often tweak palettes after crunching them to 4-bit to make room for a color or two that may have gotten squeezed out. That means some manual pixel by pixel fixes, but it rarely takes that long. If I am going for a completely hand illustrated look, I tend to create my palettes entirely from scratch and don't do any crunching at all. Cartoony environments and characters work well with hand crafted palettes.

I don't have anything current I can post pix of, but I will rummage through some older stuff and see if I can find anything that can be useful.

WAcky
11-28-2005, 09:47 AM
It's less trial and error and more a question of experience. You just learn what rules to apply and when. The PSP works much like the old PS but with many of the flaws corrected (bilinear filtering, perspective correction, z buffering (even if it is only 16 bit...)) and with a more robust poly count. It's not a PS2, but you can still do some surprising things with it.

And yes, you can and will find that regular consultation with the programmers can save huge amounts of frustration.

In general, I make my textures at about double the needed res and then touch them up after resizing. I often tweak palettes after crunching them to 4-bit to make room for a color or two that may have gotten squeezed out. That means some manual pixel by pixel fixes, but it rarely takes that long. If I am going for a completely hand illustrated look, I tend to create my palettes entirely from scratch and don't do any crunching at all. Cartoony environments and characters work well with hand crafted palettes.

I don't have anything current I can post pix of, but I will rummage through some older stuff and see if I can find anything that can be useful.

cheers! :D thanks for everything!

BananaSalat
11-28-2005, 11:58 AM
My one.

about 300 tirs and a 512x512 texture sheet but it could be resized down to 256x256 without a big difference in the quality.

http://mitglied.lycos.de/dgfdk/hpbimg/Vivi.jpg

http://mitglied.lycos.de/dgfdk/hpbimg/vivitexe2.jpg

Hatred
11-28-2005, 12:18 PM
not for psp actually, but for massive rts :)
one of my oldest stuff from first job :)

WAcky
11-28-2005, 02:31 PM
My one.

about 300 tirs and a 512x512 texture sheet but it could be resized down to 256x256 without a big difference in the quality.


i remember this one and i lovzzzz it :D:D:D

HellBoy
11-28-2005, 03:35 PM
guys do they have to be stuff you did awhile ago?

Schwinnz
11-28-2005, 04:54 PM
guys do they have to be stuff you did awhile ago?

I guess it's just a coincidence...

the rookie
11-28-2005, 06:38 PM
Wow love the mods and great texture work guys, and thanks for the info on the PSP I learnt quite a bit in that short time of reading, I'm amazed what the PSP can do thus far and what it puts out, I think they may do the same thing as they did with the PS2 with the PSP, once developers get ahold of it's structure then they can pump out more graphic stuff like the PS2 did later down the line with Metal Gear Solid 3 and Onimusha 4, there was a huge transition from MGS 2 and Oni3 to what it is now on the same system

arrangemonk
11-28-2005, 08:20 PM
haha this tread is cool

i tried one too and reduced my scrab:
http://home.arcor.de/arrangemonk/scrab-psp.jpg
http://home.arcor.de/arrangemonk/gnaaaa.jpg

SHEPEIRO
11-29-2005, 04:03 PM
heres my ten pence, i mean ten cents.

might be a wee bit high for psp specs, would like to know.http://i30.photobucket.com/albums/c346/Shepeiro/lowpolyfighterplane.jpg

the_podman
11-29-2005, 04:16 PM
Nice plane, Shepeiro! Talk about an optimized texture sheet! That thing is packed to the max.

I like the scarrab too, mr. monk ;)

Confracto
11-29-2005, 05:42 PM
well, I'm feeling a bit lazy, so I've only gotten around to posting these now, instead of when the threat started...made these in the spring, and totally based on the units from Advance Wars 2! most of them are around 500 tris each, and a 256 for the vehicle, a 64 for the driver. All the specific specs are on my website, confracto.com

http://rbsstech.com/confracto/gallery/advance01.jpg
http://rbsstech.com/confracto/gallery/advance02.jpg
http://rbsstech.com/confracto/gallery/advance03.jpg
http://rbsstech.com/confracto/gallery/advance04.jpg
http://rbsstech.com/confracto/gallery/advance05.jpg
http://rbsstech.com/confracto/gallery/advance06.jpg

AdamAtomic
11-29-2005, 06:14 PM
AWESOME!!! I have wanted to do something like that since I first popped AW2 into my GBA. Brilliantly realized, VERY nice job! The chopper looks friggin sweet. Love the spotter too!

Athey
11-29-2005, 07:00 PM
Cool - some really awesome work in here ^_^
I was away for turkeyday vacation, so I missed a lot of stuff going on here ^^


The 8-bit vs 4-bit thing is actually a very big and significant thing to take into account actually, and is a very good reason to logically break up your mesh into seperate objects for seperate texture sheets. With pieces of clothing, its not so bad if you've got a blue shirt. It's all shades of blue, so if your only using 16 colors of blue, it still won't look too terrible, but if you've got the blue shirt on the same texture map as some of the skin, and the pants that are green, then you're basically screwed. Try getting a diverse shading spectrum with three totally different colored parts using only 16 colors - not pretty.

Faces can be a real pain too - they tend to get real muddy and monochromatic if you don't work at your 4-bit conversion.

We only get 4-bits for our characters, and no opacities (engine limits for our chars - enviroments, etc. get opacities all over.... T_T )

A good way to get the idea behind this is to take some texture you've made that's got a whole thing unwrapped into a single sheet - lots of diff colors, etc.
In photoshop go to Image > Mode > Indexed Color. Set Palette to Local (Adaptive) type in 16 for Colors and set forced to None. Just LOOK at all that color banding... BLECH.

If you turn Preview off, and under Forced click on Custom it'll bring up a little window where you can pick specific forced colors instead of photoshop just picking 16 for you. Click on a square and you'll get an eyedropper and the stander color picker. Pick some area on the texture that was getting totally lost. Do this in a few areas and click ok and turn preview back on.
In the end, you've still only got 16 colors to work with, and if you're texture map only really works in blues or all in greens, etc. it's a lot easier to keep details and shades in, then when doing it on some big unwrap with a dozen different hues.

I've gotta do a lot of custom forced colors for face textures at work since they tend to get so washed out with the default 16 photoshop pics. A good faces has a lot of color variation in it, and that can get muddy real-quick with only 16 colors. You've gotta make sure you keep in some of that pink variation along with the general skin-toned areas. Some greys if they've got stuble, etc. And it's easy to loose eyecolor. Even the whites of the eyes get turned to skintone if you don't set aside a forced color or two for them, but you've gotta ask yourself if the eye whites are important to take away two of your 16 colors... It's a lot of give and take to get it to look good.

johnwoo
11-29-2005, 08:21 PM
Whoa!...such cool low-polygon goodness here...keep it up guys and gals as it's great eye candy...superb thread!...:thumbsup:

TheGodZero
11-29-2005, 09:15 PM
Athey, thank you very much for that info, i knew there was another reason i was saving the characters for last.

AndyH
11-29-2005, 09:29 PM
Confracto - WOW! Those models are freakin' sweet! They look just like the advance wars sprites!


Damn good thread, this. Its giving me the low-poly itch again!

HellBoy
11-29-2005, 11:24 PM
ok here's mine:

http://img.photobucket.com/albums/v323/mwarsame/lowpolygangsterposter.jpg

AdamAtomic
11-30-2005, 12:01 AM
haha this is like the 300 club back from the dead!

hellboy - you got a lot of stuff to work on there man! the UV is VERY inefficient - you didn't mirror anything, and there is at least 30% wasted space. On a small texture every pixel counts! Don't stand for wasted space! The geometry could use some work as well, even low poly models have to attend to basic anatomy issues like proportions. Welcome to the club, and don't get discouraged! The great thing about teeny models like these is you can really crank them out and practice lots of different modeling and texture techniques. It's especially good for practicing UV techniques I think. Keep at it!

HellBoy
11-30-2005, 12:12 AM
thanks for pointing them out, I totally agree with you there, small model like these is great to practise on, I've been looking for that mirroring techinique everywhere to day on Max, but thanks, I'm still learning :buttrock:

DevilHacker
11-30-2005, 12:20 AM
Confracto. Great work!
Looking at your website, and it just keeps getting better.
Love some of your ‘Next gen’ work…
:thumbsup:

Swizzle
11-30-2005, 06:19 AM
These were from a personal project I was working on a while ago. The concept was to build a whole city, but the elements and life in general conspired against me. I still have some buildings and stuff that are sitting unfinished. I didn't put a whole lot of effort into most of them, so the quality varies substantially.
http://i2.photobucket.com/albums/y29/xkostolny/Mini%20Buildings/tower.jpg
http://i2.photobucket.com/albums/y29/xkostolny/Mini%20Buildings/factory.jpg
http://i2.photobucket.com/albums/y29/xkostolny/Mini%20Buildings/fourtowers.jpg
http://i2.photobucket.com/albums/y29/xkostolny/Mini%20Buildings/fedbuilding.jpg
http://i2.photobucket.com/albums/y29/xkostolny/Mini%20Buildings/stadium.jpg
http://i2.photobucket.com/albums/y29/xkostolny/Mini%20Buildings/bridge.jpg

Augh
11-30-2005, 07:57 AM
...Sim City? :P I really like the buildings, the stadium is the coolest imo, dunno why. It's just neat.

Hellboy; I dunno what you mean exactly by "looking for this mirror technique", but if you do mean what I'm suspecting, all you need to do is select those parts such as arms in the uv mapper and use the "mirror uv" from I think tools menu, and just drop em right in the same place as their partner, so they look like one part. For the face you could select one side, detach it with ctrl+d (uh I think; it's reflexive, max isn't open, and it's early here =_=) and mirror, lay in the same place blah blah. Might want to reweld the seam, I dunno. Basically do this any place you can get away with it, and you'll hugely open up the space available in your texture space, and also have fewer awkward shapes to juggle, meaning you can make a more effective layout jigsaw style.

At least, that's one kludgy way of going about it, someone can probably give some better pointers hehe.

So is someone up for bending some arms into getting this thread pinned? Would be nice to have an active, popular pinned thread going with a "show models" type of spin on it. Hint hint hint.

Or can we just ask an area mod? :shrug: I dunnoes what's the process.
Great stuff everyone so far :thumbsup:

Edit: Ok, I had a go, it's harder than it looks o__O I made a Tonberry, but I didn't texture it yet cus I suck, a lot. Yeah. I think I coulda wasted maybe half my polys, oops >__<

http://img517.imageshack.us/img517/8937/tonberrynotex4446yb.jpg (http://imageshack.us)

GradiusCancer
11-30-2005, 03:51 PM
Confracto, awesome stuff!

Those are cute, Swizzle.

AdamAtomic
11-30-2005, 04:11 PM
wooo tonberry for life! I think your poly usage is actually pretty conservative and clean, the only things you might be able to minimize would be the detail on the lantern (use alphas instead of chunky blocks maybe) and possibly lose just a couple verts on the end of his nose and back of his head. Those are small optimizations though, your volumes and edges look great! He would look great without any texturing IMO, vertex colors go a long way on a design like Tonberry, but a texture to add some maybe kind of amphibian look to his exposed skin would be pretty cool too. Very nice work!

Wayne Adams
11-30-2005, 04:55 PM
I started working on my own low poly stuff for fun the other night. if people didn't keep me at work so long, I'd be able to have some more fun with it. This is my favorite thread yet. And I'll throw up some of my stuff soon. The information and art is fantastic.

Augh
11-30-2005, 06:46 PM
Adam; Thanks for the good words, and the critique, appreciate. I was feelin stubborn about keeping the chunkiness in the lantern, but yeah I redid it a bit, and along with dumping the nose loop (effected the head shape a lot less than I expected) it dropped like 42 triangles, so yeah seems like the way to go, nice one. And the flame planes aren't just floating inside now too, woot. I messed with some robe texture and it looks like ass :D Muahaha. Texturing at this scale is like pixel art or something... I always admired that stuff, now I'm *really* admiring it o_O

I'll see what I can rustle up. Cheers! :thumbsup:

mindrot
11-30-2005, 07:58 PM
Lovely work Confracto (http://forums.cgsociety.org/member.php?u=30274). Really cute characters. Like the style a lot.

GhostRider801
11-30-2005, 10:32 PM
Here's a low poly werewolf I did for the halloween comp over at Polycount.
http://img.photobucket.com/albums/v139/nurbs_801/comp_sheet.gif

Wayne Adams
12-01-2005, 01:05 PM
Hey Ghost Rider...I think thats what the French call "Le Bad ass."

Swizzle
12-01-2005, 06:16 PM
Totally freaking sweet, Ghost_Rider! I really like how you did the toe claws, it looks great and it's very clever using alpha mapping instead of modeling.

the_podman
12-02-2005, 05:29 AM
The "king" wows me again. Hehe.

I hate sounding like a fanboy, josh, but your skins always amaze me.

-pod

Dogzer
12-02-2005, 11:56 AM
i LOVE low poly!

Maybe it's because i used to have an old computer for so long until i bought a pentium 4.
Also i just like the idea of a 3d game to work using minimum resources. I like the simplicity of low poly.

Werewolf - it's awesome. I like the shape, the body proportions, the colors, and that it uses so few polys! I just love it.

Wayne Adams
12-06-2005, 12:50 PM
Ok, so I finally got around to posting my low res stuff. Some of it is wip all of it is fun. Crit away, guys and gals...

http://enchantisoftstudios.com/RTMK/lowres01.jpg
Village Stuff

http://enchantisoftstudios.com/RTMK/lowres02.jpg
Village Stuff wires

http://enchantisoftstudios.com/RTMK/lowres03.jpg
Close up of my favorite Village Stuff

http://enchantisoftstudios.com/RTMK/lowrestextures.jpg
All the village Stuff textures thus far.

http://enchantisoftstudios.com/RTMK/lowresdwarf.jpg
A Dwarf I started.......

http://enchantisoftstudios.com/RTMK/lowresundead.jpg
And finally for now..an undead mofo.....

Probably get around to finishing off the dwarf this week, and hit both character models with textures. Got a dentist appointment today, so probably no more updates till friday or so. Hope you guys enjoy....

the_podman
12-06-2005, 12:56 PM
Nice work, Wayne. I love the drumsticks, those are great. Cool solid forms you got going in the characters too.

the rookie
12-06-2005, 03:29 PM
love this stuff man!! the is isvery nice thread

AdamAtomic
12-06-2005, 04:03 PM
Very nice wayne!! There are some wasted tris on the undead guy, but its lookin great otherwise, cool stuff!

Wayne Adams
12-06-2005, 04:18 PM
Thanks fellas.

Pod_man: Yeah..those drumsticks...I really think little things like that make games so much better to play.

Adam: If you mean in the face I plan on destroying those with a +10 sword of vertex killer when i get home.

I tried something out...I don't really like it either....oh well...experimentation is 90 percent i suppose. :)

AdamAtomic
12-06-2005, 05:02 PM
The red verts are ones I think you can cut without affecting the silhouette. The blue edges I think need to be turned, and I think the interior of the mouth is pretty unnecessary - either a flat plane or a slightly indented plane would be more than enough!

sventizzle
12-09-2005, 06:39 PM
Here's my contribution to this thread.
128 all the way, 33 min. to model, 22 min. to UV and 44 min. to texture.
Please tell me what i've gotta do...i know it needs more contrast...anything else?

http://3d.2plygraphics.com/thiktor.jpg

Thanks in advance,

the_podman
12-09-2005, 07:13 PM
Hey, jes1er. Nice head. Just some hue variation in the 3 "zones" of the face would make it really pop. Forehead, bridge of nose/eyes. chin. Vary these areas with cooler/warmer hues.
Although, since it's for portables, you may be limited in the color pallete. Normally, I would start with some colored lights in PS and use lighting effects either in PS or Painter to get me started, but for mobile game/portables, the rules may not let you do that. I dunno.

-pod

the rookie
12-09-2005, 07:57 PM
Wow!! once again nice work for such low poly counts

G0st
12-10-2005, 01:11 AM
for the project im working on at Ubi, we use 128's for the characters with a 64 for the head if its a main Char, and maps generally have 64 and under. I dont have any work to show and i cant yet either =p

Wintermute
12-10-2005, 09:56 AM
I did a texture for my friend's tank model he built for a personal/class game project. his model which was something like 136 tris got a massive 1024x1024 texture :D yes it's overkill by a wide margin, but the tank did get fairly large on screen (no LOD, hero model) and it looked pretty sweet.

There was a thread about it a while back, I'll have to see what I can find…

Wintermute
12-10-2005, 10:11 AM
Flat Shaded model (http://joe_richards.home.comcast.net/tank_flat.jpg)
Textured Model (http://joe_richards.home.comcast.net/tank_mapped.jpg)
I haven't looked at this in a very long time. I'm pretty sure the texture could be done in a 128x128 without much difficulty.

EDIT: Those images were overkill, I've pushed them off to text links.

katzeimsack
12-11-2005, 09:21 PM
http://www.sro.at/bildupload/images/dsracing.jpg

I started to make a ds specs gamescene, about 2000 tris will be the limit

reflektions, glow etc. are modeled and no fancy gfx

c&c please

AdamAtomic
12-12-2005, 02:07 AM
awesome one katz that looks really great! very nice fx

WAcky
12-12-2005, 03:41 AM
http://www.sro.at/bildupload/images/dsracing.jpg

I started to make a ds specs gamescene, about 2000 tris will be the limit

reflektions, glow etc. are modeled and no fancy gfx

c&c please

i thought that was one of the Ridge Racer models. Nicely done gee!

katzeimsack
12-15-2005, 07:22 AM
http://www.sro.at/bildupload/images/strecke.jpg

little progress :(

just doesn't look good atmo, i will do the overall color+brightness adjugement when everything is done ...


btw: no addinitve rendering and no vertexlighting :D

sventizzle
12-15-2005, 06:14 PM
for the project im working on at Ubi, we use 128's for the characters with a 64 for the head if its a main Char, and maps generally have 64 and under. I dont have any work to show and i cant yet either =p

G0st,
Do you mind if i ask a couple specific questions? Usually you use smaller tex's for environments? And 128 pixel tex's for a body and 64 tex;s for the heads? What kind of poly count are you guys limited to? Ans are your body geometries joined? ie. the head and the body

thanks, sorry if the questions are dumb...i just want to be able to build stuff that would actually be to PSP spec.

katzeimsack
12-18-2005, 09:42 AM
http://www.sro.at/bildupload/images/strecke2.jpg
still much to do, but I like the fake reflektions :)

WAcky
12-18-2005, 10:29 AM
looks like need for speed now! :D

AdamAtomic
12-18-2005, 07:44 PM
that's lookin really hot dude nice one!

erik2003
12-18-2005, 09:51 PM
Hey all,


I have been caught by the virus as well... a friend of mine is hacking away at a game engine (model viewer up and running) so i wanted to supply him with some PSP game materials. It has become a space fighter plane.

430 polies (player plane) and 1x128x128 8bits texture.

I also added a skybox scene from Maya viewport with some skybox asteroid stuff in it that i hope can be transfered to the black shiny brick as well.

urgaffel
12-18-2005, 10:06 PM
Nice ship you got there but 430 sounds like a lot for such a simple shape. Post a wire? Skyboxes are fun to make, did one for a spaceshooter that never happened (http://www.urgaffel.com/images/wide03.jpg 650k image, sorry :D)

katzeimsack, awesome work you got there, I'd love to see some wires of the scene and learn more about how you fake the reflections and such.

katzeimsack
12-18-2005, 10:09 PM
looks nice, but pleas highlight the edges, that would make it so much better

http://www.sro.at/bildupload/images/strecke3.jpg
btw: it'S really cool to be able to paint every single light effect :)
no ****ing vertexlighting or stencilshadows screwing it :)

erik2003
12-18-2005, 10:16 PM
Wireframe


430 tris is ok to me if you take into account it will be seen from close up and the shape is not as simple as you suggest... The line in the middle is there to aid UV mapping since polies are cheaper than texture space on the PSP.

I can get it down by +- 100 tris though if i stick the shapes through eachother instead of modeling it as one piece... I just realised this... Does make for more hulls though and therefore more tri-strips. Not sure if the end result will be faster.

AdamAtomic
12-18-2005, 11:45 PM
PSP can push somewheres around 80k tris in a single scene - I wouldn't worry about going over 400 for just one ship :P you could probably comfortably push it to 2000 with a problem; it would probably be more efficient to do that and apply a tiny 4-color texture or use vertex colors than to use the approach you used here! PSP is weird like that :P I think it looks pretty cool regardless; the cockpit could use some tweaking, but those are pretty hard to get right on such a small texture!

Hailey_Bop
12-19-2005, 12:53 AM
eeeyyyyyy!! it's the 300 poly club all over again!

wicked. :D

http://forums.cgsociety.org/showthread.php?t=205849

TheGodZero
12-19-2005, 11:36 PM
Been working on this on and off for the past few weeks, mostly off...
about 40 textures all under 64x other than the 3 that are 128x and about half are 32x.

http://www.tgz3d.com/PDL4.jpg

Here is a quick run around of part of the town.

http://www.tgz3d.com/town.avi

katzeimsack
12-20-2005, 08:24 AM
immo you should combine these textures to some 128²

I don't know the psp system, but on pc its's better to load a few big textures than many small ...

Tiberius
12-20-2005, 10:28 AM
The PSP only has an 8k cache, so it is far better to have many small textures than a few large ones. There was a good deal of discussion about this when this thread started, back around page 3 or 4.

RenaudGaland
12-21-2005, 03:00 AM
my little contribution to this awesome thread :) All are very old, but well...

http://www.deadlytoys-studio.com/art/tank/tank_textured.jpg

http://www.deadlytoys-studio.com/art/head1/Head_Desert_Rider_Textured.jpg

http://www.deadlytoys-studio.com/art/head2/Head_gourou_final_render.jpg

the_podman
12-21-2005, 03:07 AM
Those are freakin great!, Renauld. Concept was executed perfectly.

katzeimsack
12-21-2005, 08:38 PM
like the style :)

btw: finished my ds racing scene

http://forums.cgsociety.org/showthread.php?t=303678

the-lone-deranger
12-21-2005, 10:42 PM
well, not completely sure this fits within the psp/ds specs, but hes pretty low poly, and ive got nowhere else to put him :)

the first and only lowpoly model i ever made:
http://img447.imageshack.us/img447/5566/lowpoly1au.th.jpg (http://img447.imageshack.us/my.php?image=lowpoly1au.jpg)
hes pretty old now, but i was going for a job with a games company and had to put something together quick to show i could work within poly limits

bricevdm
12-22-2005, 02:14 AM
The PSP only has an 8k cache, so it is far better to have many small textures than a few large ones. There was a good deal of discussion about this when this thread started, back around page 3 or 4.

yeah, but as a 128*128 with 4bits palette is 8Ko katzeimsack is right. Using smaller texture (in kb point of view) will only make more cache reloading for nothing. 32*32 is useless, since even with 8bits palette it's still 4Kb. I've already mentionned that in this thread I think, you are free to take my advices or not :thumbsup: good luck for your next assets

G0st
12-22-2005, 03:25 AM
G0st,
Do you mind if i ask a couple specific questions? Usually you use smaller tex's for environments? And 128 pixel tex's for a body and 64 tex;s for the heads? What kind of poly count are you guys limited to? Ans are your body geometries joined? ie. the head and the body

thanks, sorry if the questions are dumb...i just want to be able to build stuff that would actually be to PSP spec.


No worries.

Generally we use 64's and under for the environment design. there are certain cases where a 128 has to be used but its rare. For the moment we have a limit of around 3500-4000 tris onscreen for our environments, this does not include any form of NPS, the main character and whatnot. Im pretty sure thats it :D . As for the body and head being joined, yes they are. The characters range from 600 tris to around 800 for NPCs, the main characters get a little more.

G0st

Tiberius
12-22-2005, 03:26 AM
Originally Posted by Bricevdm
yeah, but as a 128*128 with 4bits palette is 8Ko katzeimsack is right. Using smaller texture (in kb point of view) will only make more cache reloading for nothing. 32*32 is useless, since even with 8bits palette it's still 4Kb. I've already mentionned that in this thread I think, you are free to take my advices or not :thumbsup: good luck for your next assets

Are you sure you are thinking of a texture cache and not VRAM? The 8k texture cache on the PSP only applies to the size of a texture chunk as it passes through the cache for a particular poly. You aren't trying to cram a bunch of textures into the cache at once. In fact, you can't. If a poly uses a 2k chunk of texture space or 8k, it doesn't matter, only that particular texture will be in the cache while that poly is being processed. It is sort of like virtual memory vs RAM. If something is too big to fit in RAM, the system hits the hard disk and creates a chunk of virtual space to make up for the shortfall. Unfortunately, virtual memory is dog slow compared to RAM. That's essentially what happens when you break the cache.

bricevdm
12-22-2005, 02:12 PM
Are you sure you understood my post right? Maybe I've explain badly. When I see your oldest posts you seem to know what your are talking about, but here... did somebody stole your account? :scream: ;)
Things have been explained in details all over the thread, I think we've just misunderstood. I'll try once more maybe that wasn't clear :) As you mentionned the texture is stored in what i've called the cache (is that term confusing maybe?) while it's drawn by the rasterizer following the mesh. This cache is 8ko, and load only one texture at once. If a texture is larger than 8ko (lets say 16Ko) the cache as to split the texture previously stored on the Vram (wich is 4Mb minus the buffers), that means here loading two times to draw the same triangle. Now what I wanted to say is that if you have textures smaller than 8Ko the rasterizer won't go quicker, it's even worse if you splitted what could have fit in a single cache into more texture smaller (since cache can only load one at once). (Let's forget about polysets for this time XD). I don't say it's better to use 8ko text when you could use one smaller, because Vram is not unlimitted, but you have to group them a maximum.

Tiberius I assume I learnt you nothing, but it might be clearer for others, correct me if I'm wrong. :)

mindrot
12-22-2005, 10:16 PM
Good work there Renaud Galand :thumbsup:

thinsoldier
12-22-2005, 10:43 PM
http://boards.polycount.net/showflat.php?Cat=0&Number=13950&an=&page=0&vc=1
from the allmighty Polycount! There's another thread there where all the models are sub-128 tri but I can't find it.

Tiberius
12-22-2005, 11:05 PM
I was under the impression you were advocating using textures LARGER than the 8k limit or trying to cram multiple textures into the cache ala VRAM. No, obviously it is better wherever possible to reduce the number of texture fetches, so if you can crunch a number of textures into a 4 bit 128x128, then go for it (or up your resolution, if it helps at all). I only advocate multiple textures where palette concerns make a single 4 bit palette impractical (images with too much color diversity that is not easily separated into discreet sections) and/or more resolution is needed. Yeah, there's no point in wasting the 8k space unless you are short on VRAM

We were saying essentially the same thing, it was just a case of crossed wires.

B.T.
12-23-2005, 02:05 AM
followed this thread quite a long time now - really great stuff in here. :thumbsup:

after playing most wanted I decided to do a old-fashioned police car tonight
http://www.thedarkmod.de/modelling/policecar1.jpg

RenaudGaland
12-23-2005, 04:17 AM
http://boards.polycount.net/showflat.php?Cat=0&Number=13950&an=&page=0&vc=1
from the allmighty Polycount! There's another thread there where all the models are sub-128 tri but I can't find it.

the best ultra low poly thread is definitly there :
http://www.cgchat.com/forum/showthread.php?s=&threadid=18643

enjoy ^^

mindrot (member.php?u=30914) : thx ! :)

AdamAtomic
12-24-2005, 11:54 PM
Inspired by that sweet polycount thread and of course the 128s on CGChat :) some Unreal and cosmonaut influence as well:

http://adam.lastchancemedia.com/128s/unreal_head_final.jpg

Happy non-demoninational winter holiday to all you 300 club members!

the_podman
12-24-2005, 11:56 PM
Totally badass, Adam! Makes me want to fire up my copy of UnrealTournament right now. Original last man standing on UT was the best! :)

dandan
12-25-2005, 04:17 PM
cool stuff guys :thumbsup:. i worked on a ds project some time ago, this is the end boss - a cat dressed up as garfield... about 350-400 faces i guess, and 2 channels with 64*64 textures (maybe one had a 128, i dont remember that for sure...). Since there where restrictions for the number of bones, and especially for the skinning (max. 20 shared vertices) some parts did deform really bad. :shrug:

http://img482.imageshack.us/img482/3448/wildcat3ok.jpg (http://imageshack.us)

dandan
12-25-2005, 05:53 PM
I made a few more, but they are not really worth posting either, i just tought since this is a ds/psp thread i post some more anyway :). All about 250-400 faces, and 64*64 textures with 16 colors, but these renders i made with 128*128 textures using 256 colors. Same skinning problems i ran into with the endboss model, and offcourse - i've done these quite some time ago, i cant stress that enough :) - i would probably do some things different now :shrug:.

http://img489.imageshack.us/img489/1411/animals9qm.jpg (http://imageshack.us)

WAcky
12-26-2005, 06:06 AM
dan0891- Why did you paint the face on a 45degree angle? it looks like you could have got alot more space out of that sheet, and even more if you had painted it without the angle too...

dandan
12-26-2005, 07:52 AM
WAcky - i put in the uv-s diagonal, cause i had more space that way - look on the wireframe model, there you can see which part i had to take for the face. Since i ripped off those 23 polygons in 1 piece, i think that was the best way to do it. I just tought the diagonal of a rectangle is longer blablabla :). And i wanted the textures to look more simple, some minimal comic style or whatever - so i was kinda satisfied with that face. But i have to admit that was my first ds game i was working on, and esepcially the first 64*64 or 128*128 texture i had to deal with - so if i got something wrong, im very greatfull for any advice :).

WAcky
12-26-2005, 10:42 AM
WAcky - i put in the uv-s diagonal, cause i had more space that way - look on the wireframe model, there you can see which part i had to take for the face. Since i ripped off those 23 polygons in 1 piece, i think that was the best way to do it. I just tought the diagonal of a rectangle is longer blablabla :). And i wanted the textures to look more simple, some minimal comic style or whatever - so i was kinda satisfied with that face. But i have to admit that was my first ds game i was working on, and esepcially the first 64*64 or 128*128 texture i had to deal with - so if i got something wrong, im very greatfull for any advice :).

Thanks for explaining that. Theres little more i enjoy than discovering other peoples methods and madness :D Well done, he/she/it looks great! keep it up :D:D

Stormgetto
12-27-2005, 07:19 AM
WAcky - i put in the uv-s diagonal, cause i had more space that way - look on the wireframe model, there you can see which part i had to take for the face. Since i ripped off those 23 polygons in 1 piece, i think that was the best way to do it. I just tought the diagonal of a rectangle is longer blablabla :). And i wanted the textures to look more simple, some minimal comic style or whatever - so i was kinda satisfied with that face. But i have to admit that was my first ds game i was working on, and esepcially the first 64*64 or 128*128 texture i had to deal with - so if i got something wrong, im very greatfull for any advice :).

I wounder if you doesn`t have problems with diagonal painted texture...
I mean, pixel is square, and if you use such small texture, you almost can see the pixels on your texture.
And if you have a simple line traced in vertical in a small texture like let say 32x32 you will see a perfect line right...BUT if you have a diagonal line traced in a 32x32 texture you will have a segment of dimond shaped dots.
So I wounder if you not having problems dearling with diagonal painted texture when you apply the texture into the character.

WAcky
12-27-2005, 07:35 AM
I wounder if you doesn`t have problems with diagonal painted texture...
I mean, pixel is square, and if you use such small texture, you almost can see the pixels on your texture.
And if you have a simple line traced in vertical in a small texture like let say 32x32 you will see a perfect line right...BUT if you have a diagonal line traced in a 32x32 texture you will have a segment of dimond shaped dots.
So I wounder if you not having problems dearling with diagonal painted texture when you apply the texture into the character.

for example the eyelid line?

anim8ruk
01-05-2006, 12:27 PM
Hi there,

Saw this thread and thought i'd try modelling a Porsche GT2 low poly. Modelled this with 244 Tris.

http://img202.imageshack.us/img202/6069/porschegt2v23in.jpg (http://imageshack.us/)

the rookie
01-05-2006, 03:24 PM
Do you have any wires for the Porsche anim8r_uk? Likes the work and the texture map just curious what the geom looks like

anim8ruk
01-05-2006, 03:41 PM
Here's the wireframe for the porsche.

http://img225.imageshack.us/img225/5302/porschegt2wireframe3df.jpg (http://imageshack.us/)

SHEPEIRO
01-05-2006, 03:46 PM
heres a pilot i made for my helicopter model, doesnt have an optimised palette though. tut tut

oh yeah did it in around 10 hours, from sart to rigg.

http://i30.photobucket.com/albums/c346/Shepeiro/helipilot.jpg

eMPeck
01-06-2006, 07:35 PM
exactly 1k triangles, 256x256 texture.

done for a little contest over polish CG vortal max3d.pl

hope You like her, rendered with two point lights, one with shadowmap without GI of course :)

the rookie
01-06-2006, 08:44 PM
Thanks anim8r_uk, man that's some hella texture work and nice shaping on the mod ;)b !! Thanks again

makkE
01-06-2006, 09:13 PM
A real joy to see all the beautiful low spec stuff in this thread, thanks everyone :)
I gave it a try myself, and learned quite some things about pixels :D What do you think?

http://makke.snieb.com/low_specs.jpg

He-blend
01-08-2006, 10:58 PM
Here's some of the low-poly stuff I've made for a little game
being created in blender

http://johnpeb.dyndns.org/%7Ejoelm/lowpolys.jpg

mindrot
01-08-2006, 11:09 PM
It would be good if this thread could be made sticky...

jellywerker
01-08-2006, 11:55 PM
He blend! Didn't know you came over here. Those are pretty good, I've seen the player model before, but not the others. The uv maps are pretty nice too, simple and flat, but a good cartoony look. Looks a bit like Zelda the windwaker style.

He-blend
01-09-2006, 12:58 AM
Hey thanks, yeah i've been over here for a while, don't post much. The game's art, especially the cows and pigs are very zelda inspired. So is the general gameplay, however the game hasn't been worked on in a long time, waiting for a good game engine release

WAcky
01-09-2006, 01:13 AM
Hey thanks, yeah i've been over here for a while, don't post much. The game's art, especially the cows and pigs are very zelda inspired. So is the general gameplay, however the game hasn't been worked on in a long time, waiting for a good game engine release

im in love with the tree.

i remember seeing you posting some images of your trees and stuff in another thread.

well done.

AdamAtomic
01-09-2006, 02:29 AM
He-blend - awesome models dude! I would lengthen the arms on the first 3 models, then they will be just great. Love the pig and tree!

anim8ruk
01-09-2006, 08:55 AM
Thanks Rookie... glad you liked it..... i'm currently working on a new car (Mitsubushi Evo VII). Will post images when i'm finished it. Cheers again.

ercingunduz
01-12-2006, 12:23 PM
My first post on this threat.Older Punk 190 poly.Speed painted..

http://i11.photobucket.com/albums/a161/fernament/olderpunk.jpg

Angel_of_Bacon
01-15-2006, 09:55 AM
Started this thing yesterday just for fun. Texture map still needs to be refined in (many) parts. http://www.umich.edu/%7Ekevinpo/art/BrutePSPspec.jpg
Test animation, although this uses a 512 map. http://www-personal.umich.edu/~kevinpo/art/BruteStompy.gif (http://www-personal.umich.edu/%7Ekevinpo/art/BruteStompy.gif)

GoSsS
01-16-2006, 06:33 PM
Hi all,

This post is really interessant, so i've decided to post some of my models for a warcraft III mod.

http://img257.imageshack.us/img257/7827/fantassin5ac.jpg

http://img491.imageshack.us/img491/5647/brute1je.jpg

338 Triangles and a 256*256 map

http://img216.imageshack.us/img216/263/perenoel3d4qc.jpg

Hope you like them!

PetterSundnes
01-16-2006, 10:02 PM
My lowpoly ShockWave3D car (http://petter.ms/forum/reflection-test.htm), 484 tri's (sans wing and mirrors):

http://petter.ms/forum/reflection-test3.jpg (http://petter.ms/forum/reflection-test.htm)

http://mortencb.cx/petter/forum/rally300wip8.gif

The unfinished texture (original 512x512):
http://mortencb.cx/petter/forum/rally300wip10.jpg

AdamAtomic
01-16-2006, 10:39 PM
Very nice! What do you recommend for that fade effect you got goin on the reflection? Is that an alpha on the texture, a separate object with alpha mapping, hardware fog?? Just curious, it is a very nice touch and not sure the best way to go about doing that in a low poly environment. great final look!

PetterSundnes
01-16-2006, 10:48 PM
Its a mirrored version of the car, stretched vertically with a blurry texture that fades to black (and change between 3 different ones for flicker effect), and the wet tarmac is a 32 bit texture with varying transparency and a regular reflection map on the car. All this is done in DirectX 7 and is also possible in DX5.2 (rightclick in the ShockWave area and set renderer to DX5 if you want to) so it should be possible on a PSP spec machine too... i think...

AdamAtomic
01-16-2006, 11:32 PM
Gotcha, very nice! I didn't think of making the mirrored model's texture res lower, that is a great touch, good work!

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