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361466 No.361466 [Reply] [Original]

Now, here's a more unusual request.

Can anybody redirect me to low poly graphics tutorials? Or give me some tips. I'm looking to make models similar to those found in system shock 2.

Pic Related, Graphics I'm looking for

>> No.361467

make a model as high poly as you want then go through it and delete edges that dont compromise the shape.

you are now an expert low poly modeller.

>> No.361487

>>361466
https://www.youtube.com/watch?v=7ZMqSnQmV5A

>> No.361489
File: 327 KB, 757x600, 1368373283928.png [View same] [iqdb] [saucenao] [google]
361489

Texturing is going to be your most important asset, keep the poly count low while still keeping the silhouette readable. paint the shadows into your texture, that's what makes a lot of these low poly models so appealing is how flat the shaders are on them.

>> No.361506

>>361489

8/10 would bonk.

>> No.361507

>>361467
>expert low poly modeller
>puts useless edges only to delete them later on

pick one

>> No.361508
File: 243 KB, 1059x903, 1337390310558.png [View same] [iqdb] [saucenao] [google]
361508

wassa wassa!

>> No.361581
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361581

This guy has some pretty good lowpoly 3D tutorials.
http://poopinmymouth.com/tutorial/tutorial.htm

(Yes, I know the address looks like I'm trolling but this site is legit)

>> No.361602
File: 274 KB, 456x175, lotus360[1].gif [View same] [iqdb] [saucenao] [google]
361602

I'd love to, but here's two questions nobody ever fucking answers with a straight solution:

1. how do you get the very low-res, obviously to-the-pixel textures to show up so extremely sharp and not blurry and enlarged and fucking ugly? For example, this pic?

2. how do you animate textures, such as, for mouth shapes/phenomes or eye shapes, without animating any geo?

>> No.361603

>>361602
what's causing blurry textures is texture filtering. basically just about any hardware accelerated game engine uses texture filtering by default, but there may be ways to turn it off depending on the engine? as for animating textures, that depends entirely on the engine as well

>> No.361605

>>361603
what about seeing it properly while I'm actually modeling the fuckin' thing in maya or blender? What settings do I need, or what do I need to google, to find out how to get this 'texture filtering' to be as clear as possible?

I'm seeing people's playblasts and WIP caps right out of maya with sexy sharp textures, i don't know what to do to achieve that.

thanks, btw.

>> No.361606

>>361605
dunno. there may be a material stting in maya/blender to turn off texture filtering for that material

>> No.361608

>>361602
>Ask two questions that are completely dependent on the software you're using
>Don't say which is the software being used
>Expect replies
Unless you want someone to drop a chunck of OpenGL code on you, you're out of luck.
Actually I lie, check this thread which I just found today for question 1, it covers most soft:
http://www.polycount.com/forum/showthread.php?t=51622

>> No.361609

>>361605
googlded "maya texture filtering"

http://www.polycount.com/forum/showthread.php?t=46366

yw

>> No.361611

>>361609
this is a per-material solution btw, which would be how i would prefer to do it

>> No.361778

>>361608
I didnt think it was dependant on software.
For the hell of it, say, Maya.

>>361611
>>361609
neat, thank you teapots

>> No.361796

>>361605
In blender just turn off texture filtering in OpenGl options (drag the top menu bar down as if you are resizing the a panel, and when the menu bar is bigger you can access the other options)

In the polycount lowpoly thread I think it says how to do it too

>> No.361797

>>361602
for 2 just use a gif texture. Blinking eyes etc are accomplished by swapping the UV coords or texture space of some geo. The 3d package of your choice will have a way to accomplish this.

Google "animated texture <3d package>"