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>> No.755566 [View]
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755566

>> No.732913 [View]
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732913

>> No.691139 [View]
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691139

post moar

>> No.634281 [View]
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634281

>>634220
Topology is the easy part for low poly
It's the texture you have to worry about

>> No.622995 [View]
File: 449 KB, 830x720, hocu___3d_low_poly_character_by_kouotsu-d4z9vyz.png [View same] [iqdb] [saucenao] [google]
622995

>>622916
Just like the other anon said, you need to have clean topology. Look up low poly characters and study their topology because it completely makes the difference for low-poly models

>> No.541797 [View]
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541797

>>541745
Drawing will help.

Doesn't hurt having a fuckload of references to look at either

>>541767
Arnold is shit, welcome to hell

>> No.520332 [View]
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520332

>>520330
Here's some stuff I saw in the old thread

>> No.484198 [View]
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[ERROR]

Have some inspiration.

>> No.476165 [View]
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476165

Hope this helps a little bit.

>> No.408995 [View]
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408995

Can you dump any low poly animu models you have, preferably with the topology and textured, like the one on the pic? I want to know how professionals do it, try to exercise on them by recreating them, and maybe at the end, create mine too.

>> No.397032 [View]
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397032

I found one tutorial
http://cg.tutsplus.com/tutorials/blender/creating-a-low-poly-ninja-game-character-using-blender-modeling/

I can't say that it's 100% guaranteed that you'll learn low poly this way/successful since I just begun how to low poly too but it did help me a little.

>> No.380642 [DELETED]  [View]
File: 449 KB, 830x720, lowpoly.png [View same] [iqdb] [saucenao] [google]
380642

So, I want to start doing some low-poly stuff, but is it harder than it looks? I want to do it so I can do some quick models of my characters.

>> No.358227 [View]
File: 449 KB, 830x720, alchemist hocu___3d_low_poly_character_by_kouotsu-d4z9vyz.png [View same] [iqdb] [saucenao] [google]
358227

kouotsu's work in low poly is rather appealing to me

take note of the arms and legs, but especially the knee and elbow. the limbs are composed of 6 sides and the knee/elbow are a flat plane at the outside of the bend that then meets in the middle of the limb. it will help prevent squishing when the model animates

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