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/3/ - 3DCG


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File: 2.54 MB, 512x512, bigditherskell.gif [View same] [iqdb] [saucenao] [google]
687988 No.687988 [Reply] [Original]

Post cool low poly models or just your own work.
Do you think the dithering on this one is excessive? It's not the gif compression.

>> No.687995

Depends on what you want from it.
It fits the style so I think it's all good.

>> No.687997

>>687988
Depends on the style you’re going for

>> No.688060

How to texture low poly?

>> No.688062
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>> No.688063
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>> No.688064
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>> No.688065
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>> No.688066
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>> No.688067
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>> No.688068
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>> No.688069
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>> No.688071
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>> No.688072
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>> No.688073
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>> No.688074
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>> No.688075
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>> No.688076
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>> No.688077
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>> No.688078
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>> No.688080

>low poly
>has texture map size 4 times it's level of detail.

>> No.688090

>>688060
Yeah I've also been trying to figure this out. I'm new to 3d in general though. How do I get the UVmap to match, say, 64x64 exactly?

>> No.688092

>>688090
UV mappings are texture-size agnostic. If you want pixel-perfect alignment, you need to tell your DCC software that the map is intended to be used with a 64x64 texture, for example. Ideally it wouldn't then let you put vertices out of alignment with pixels.

If your software can't do that, just load a 64x64 grid texture and use it as a guide for vertex placement.

>> No.688112

>>688064
>>688065
>>688066
>>688067
these are nice

>>688072
>>688077
>>688078
barf

>> No.688115

>>688080
yes its low poly not fucking low res retro

>> No.688131

>>688067
ooh this one looks new

>> No.688135

>>688064
>>688065
>>688066
>>688067
Is there any guides to make something like this?

>> No.688137

>>688135
Yes, literally learn how to paint

>> No.688138

>>688112
not only is your opinion bad but it is wrong

>> No.688143

Any good low poly tutorials? Everything around is shitty

>> No.688153

>>688138
Fuck off with your shitty WoW style, zoomer

>> No.688273

>>688153
you fuckin cuck, your sense of style and taste is abhorrent and it's embarassing that I can read that so easily off of you with your shit selections

>> No.688315

>>688153
>every texture has to be big pixels with an anachronistic color palette
it sounds like you're a zoomer raised on minecraft

>> No.688344

>>688273
>>688315
Fuck off kiddies

>> No.688345

>>688273

Look at this old fart getting assmad. Day of the pillow can't come soon enough.

>> No.688372

>>688073
These look really nice, I'd like to try to make Plastic Army Men like this sometime.

>> No.688427
File: 195 KB, 267x774, Doomer3D.png [View same] [iqdb] [saucenao] [google]
688427

>>687988
I made this low poly doomer wojack for some cringe shit I'm making.

>> No.688439

Is it possible to create aliasing in blender's cycle render? If so how?

>> No.688460
File: 22 KB, 960x480, lowres.png [View same] [iqdb] [saucenao] [google]
688460

>>688439
What do you mean, be more precise.
You want a low resolution render with aliased edges? Use a tiny render resolution. Turn down the width value for the filter type. (Film tab in render settings)
If you want shitty looking textures change the interpolation to nearest directly on the image texture node (node editor).
pic related
rendered in 480x240 resized/doubled in Photoshop with nearest neighbor option.

>> No.688461
File: 4 KB, 960x480, lowres2.png [View same] [iqdb] [saucenao] [google]
688461

>>688439
If you want a real oldschool look with no raytracing, use a sunlight, turn down the size to zero.
In the render tab under light paths turn down all bounces to zero.
see pic

>> No.688462
File: 2 KB, 960x480, lowres3.png [View same] [iqdb] [saucenao] [google]
688462

>>688461
And i messed up the resizing in Photoshop. See this is what happens, it looks kinda shitty.
The last image was interpolated with bicubic interpolation.
This one is done correctly with nearest neighbor.

>> No.688463
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>> No.688464
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>> No.688465
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>> No.688466
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>> No.688467
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>> No.688468
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>> No.688469
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>> No.688470
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>> No.688508

>>688462
>>688461
>>688460
this is exactly what I needed thanks

>> No.688509

>>688067
how do you make that glass effect? like how it makes everything inside a single color or is the inside just textured that way?

>> No.688521

>>688509
It's a very complicated technique utilizing Nvidia Ray Tracing™ and twelve overclocked Voodo graphic accelerators.

>> No.688528

>>688509
texture it in a single color or use a tint function in the glass shader.

>> No.688577

>>688067
Mew is underneath the truck?

>> No.688585
File: 1.12 MB, 1920x1080, 7b0fd907eae650042c1d96b6e7f3978c.jpg [View same] [iqdb] [saucenao] [google]
688585

Some stuff I did a while back. Unfinished and just a concept.

>> No.688589

>>688585
looks good

>> No.688596
File: 944 KB, 512x384, Autism.gif [View same] [iqdb] [saucenao] [google]
688596

Semi-OT: What kind of sick, twisted mind does it take to FUCKING LOVE UV unwrapping/mapping?

A work colleague of mine does nothing else all day and he fucking boasts about it. I can't wait until some AI-powered wonder plugin/tool comes along in the foreseeable future and makes his position utterly obsolete. Smug fuck.

/vent

>> No.688603

>>688596
UV mapping. One of the most tedious, artistically void, and less skill-intensive areas of 3D content creation. He must be an insufferable idiot indeed to brag about that. But at least he's not using Blender.

>> No.688611
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>> No.688619
File: 63 KB, 960x540, bottl.png [View same] [iqdb] [saucenao] [google]
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>> No.688622

>>688596
Well there are also word puzzle enthusiasts or guys who get off on solving mathematical problems.
Whatever floats your boat.

>> No.688634
File: 57 KB, 837x640, sad gob.png [View same] [iqdb] [saucenao] [google]
688634

I just made this in 20 mins in a software I downloaded today, am I on the right track anons?

>> No.688672

>>688585
Nicely done, props my dude.

>> No.688673
File: 17 KB, 1270x833, farm.png [View same] [iqdb] [saucenao] [google]
688673

still need to tweak but this is promising

>> No.688709
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>> No.688710
File: 3.71 MB, 640x420, farm animate.gif [View same] [iqdb] [saucenao] [google]
688710

>>688673
I done made a gif

>> No.688711

>>688071
Getting textures to do all the leg work is a magic in of itself.

>> No.688727

>>688634
no

>> No.688746

>>688466
dat cool as fuck anon.

>> No.688770

>>688092
Thanks!

>> No.688774

>>688463
That looks amazing

>> No.689094

>>688115
what's the point in making a low poly model if it's not actually usable as a low level of detail video game asset

>> No.689106

>>689094
hipster cred

>> No.689663

>>689094
Because it can be an asset as is.

>> No.689706
File: 556 KB, 2753x2718, 1528621139016.png [View same] [iqdb] [saucenao] [google]
689706

>>689663
>make low effort low resolution art
>it's not shit, it's just a part of the pixel art low poly retro aesthetic

>draw a stick figure
>it's not shit, it's just a part of the retardcore aesthetic

>> No.689787
File: 13 KB, 497x387, fodcopter1.png [View same] [iqdb] [saucenao] [google]
689787

>> No.689850

>>688467
>>688468
these are gorgeous.

>> No.689851

>>688585
Nice work man, would love to see it finished.

>> No.690049
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>> No.690051
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>> No.690052
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>> No.690053
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>> No.690242

these just made me realize that textures play a major role in this aesthetic. I'm in this only for the low poly shit, specifically the classic DS one, but thinking now I might have to spend just as much time and effort into learning to create good and appropriate textures. which will take an eternity. now I understand people who pay for their assets

>> No.690459

>>690049
>>690051
>>690052
>>690053
these rule hard

>> No.690891
File: 48 KB, 800x800, image.png [View same] [iqdb] [saucenao] [google]
690891

Any good tutorials or resources for low poly modeling??

>> No.690901

>>690891
learn pixel art
learn UV
learn a modeling program
that's all there is to it.

>> No.690905
File: 1.07 MB, 510x695, medievalbrewery.gif [View same] [iqdb] [saucenao] [google]
690905

>>690901
you forgot about being good at sketching/creating concept art.

>> No.690906
File: 208 KB, 850x802, siegecraft-td-1.jpg [View same] [iqdb] [saucenao] [google]
690906

>>690905

>> No.690907

>>690901
can you name drop some trchniques? i think cube modeling was one i saw suggested.

>> No.690921
File: 46 KB, 312x312, mfw.jpg [View same] [iqdb] [saucenao] [google]
690921

>>690905
>>690906
>That garbage cartoony post WOW / mobile game style

>> No.690923

>>690921
is it the shading that bothers you or the geometry?

>> No.690949
File: 111 KB, 1208x613, Contacts ahead, advise.jpg [View same] [iqdb] [saucenao] [google]
690949

>>690923
Not the dude with the hilarious reaction image but it's a mixture of both. There is a unseemly deference to taking all the strangest qualities of early 2000's baking practices combining it with western toon anatomy and then having the fucking nuts to give it graduated shadowing that just has always rubbed me wrong. It's a look, sure-- but it's kind of fucking gay.

WIP posted, didn't want to call a homeboy shitty without giving anyone the chance to smash my dick with a hammer.

>> No.690986

>>690949
i think it looks cute, but texture wise maybe somethinf better COULD be done. would simple cel shading have been better?

>> No.690993

>>690923
it looks fine, it's just autism. a bunch of mobile games use art like this so people develop this pavlovian response where they have to shit on it by default to prove to everyone that they're true gamers that only play serious games and not kid stuff on their phone. ignore the gaymurr identity nonsense and it's a perfectly fine artstyle that's appropriate in many situations. not every lowpoly thing has to be some software quake brown pixel soup.

>> No.691085

>>688596
>>688603
I fucking love UV unwrapping, and I find it really easy. Retopo is fucking hell, though.
I also use Blender.

>> No.691124

How do I git gud at making hands

>> No.691128

>>691085
>I fucking love UV unwrapping
>I also use Blender
You fucking what, mate?

>> No.691137

>>691128
What is there to explain?

>> No.691139
File: 449 KB, 830x720, 8.png [View same] [iqdb] [saucenao] [google]
691139

post moar

>> No.691140
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691140

>>691139

>> No.691141
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691141

>>691140

>> No.691142
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691142

>>691141

>> No.691143
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691143

>>691142

>> No.691144
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691144

>>691143

>> No.691145
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691145

>>691144

>> No.691146
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691146

>>691145

>> No.691173
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691173

>> No.691296

>>690986
You know, the textures don't actually rub me off too hard. I would definitely say that the building's anatomy is what miffs me hardest.

>> No.691410

I made a model entirely out of quads and only realized after the fact that I wanted spikes.
How do you optimize spikes for low poly?

>> No.691432

>>691410
>all quads
>low poly
you fuggin wot m8

>> No.691433

>>691432
I'm new lul

>> No.691700
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691700

>>691173
looks awful

>> No.692083
File: 683 KB, 1607x904, Home .jpg [View same] [iqdb] [saucenao] [google]
692083

>>687988
Made my dream battlestation.

>> No.692089

>>692083

No delusions of grandeur at least.

>> No.692681

>>691173
>lel quirky kid-friendly block style

>> No.692686
File: 2.15 MB, 1280x720, 2019-08-01 00-57-12 (1).webm [View same] [iqdb] [saucenao] [google]
692686

A couple things I was working on.

>> No.692687
File: 2.58 MB, 1280x720, 2019-08-02 19-44-12.webm [View same] [iqdb] [saucenao] [google]
692687

>>692686

>> No.692689
File: 941 KB, 1113x735, crates.png [View same] [iqdb] [saucenao] [google]
692689

>>692687

>> No.692736
File: 77 KB, 746x616, basicTesttype1.png [View same] [iqdb] [saucenao] [google]
692736

I welcome criticism

>> No.692737

>>692736
the silhouette has potential but please
learn pixel art

>> No.692738

>>692737
So pixel art it is.
Thanks.

>> No.692739
File: 219 KB, 1024x1024, DrakeCompleteUV.jpg [View same] [iqdb] [saucenao] [google]
692739

>>692736
Oh yeah, any good advice on UV's philosophy/ standard?
I can't quite grasp it.

>> No.692815
File: 409 KB, 354x866, gertamodel.png [View same] [iqdb] [saucenao] [google]
692815

793 tris
One 128x128 texture

>> No.692817

>>692739

You just place seams where they cant be seen and have no distortion. If you are normal mapping try and avoid having too many seams.

>> No.692818
File: 114 KB, 715x715, gertauv.png [View same] [iqdb] [saucenao] [google]
692818

>>692739
Here's what mine looks like.

>> No.692820

>>692815
suddenly, cowtits

>> No.692824

>>692820
This is relatively low on my personal scale of degeneracy

>> No.692835
File: 471 KB, 540x540, Megumi_Pixel.gif [View same] [iqdb] [saucenao] [google]
692835

Im new to 3D modelling. But Low Poly art is easier to pick ^-^

>> No.692838

>>692835
looks like shit

>> No.692846

>>692835
Ignore this guy >>692838
You are doing fine for a newb.
Nice Silhouette and proportions, nice colors too.
Well done.

>> No.692848

>>692846
>Ignore this guy
Ignore this guy

>> No.692852

>>692846
>Nice...
>Nice...
Wow, great critique friend. Why don't you throw an "I like it" up there too.
I'm sure there's plenty of improvement to be made from a crit like that.

>> No.692857

>>692852
It's a sharing thread, retard, nowhere does it say this a critique thread.

>> No.692863

>>692857
Yet you decided to critique it.

>> No.692892
File: 333 KB, 512x512, Froggy_Pixel-1.gif [View same] [iqdb] [saucenao] [google]
692892

I made another model if you are interested. I dont mid if others dislike it. Everyones allowed to have an opinion, just like how im allowed to make terrible 3D models ^-^

>> No.692895

>>692892
Legs are too long but otherwise that's a cool style. Not exactly pixel art tho, as you seem to be relying on sizing down the render, instead of pixel-painting small textures.

>> No.692966

>>692892
I like it put them in a porn game please

>> No.692973
File: 256 KB, 540x540, Katarina_Pixel.gif [View same] [iqdb] [saucenao] [google]
692973

>>692966
No lewding the low poly waifus

>> No.692977

>>692973

oh thats pretty cool. Is it a normal, simple 3d model just rendered in this pixelated style or is there more to it?

>> No.692994

>>692973
how do you render pixelated

>> No.692997

>>692977
>>692994
Literally just look 2 fucking posts up.

>> No.693006

>>692994
basically you downscale your resolution and disable anti aliasing.

>>692997
I was asking if he did more than just that faggot

>> No.693018

>>692973
>gives her very high thong
>no lewding
Low poly sprite porn pls

>> No.693031

>>693006
Clearly he's not.

>> No.693054

Kind of a dumb question but how do you achieve the flat lighting look like in these examples?
https://twitter.com/Daniel_Moori/status/1156725747526098944?s=09
https://twitter.com/ypcm1120/status/1156733560377749505?s=09
https://twitter.com/yoyoleif/status/1156394605786488832?s=09

>> No.693060

>>693006
You're right! It gives an old school runescape effect that i really like ^-^

>> No.693061

>>693054
Just use an emissive material?

>> No.693130
File: 273 KB, 512x512, Elementalist_Lux_Pixel.gif [View same] [iqdb] [saucenao] [google]
693130

I should really stop using a base...

:P

>> No.693143

>>693054

you use an unlit shader

>> No.693144

>>692892
>>692973

anon any chance I could hire you? please shoot me an email puzzlebox23@gmail.com

>> No.693145

>>692815

Actually, would it be possible to hire you anon? That chunky cowgirl looks rather lovely. If you're interested shoot me your rates at puzzlebox23@gmail.com

>> No.693147

>>693061
Funny, someone else suggested that and I did get the result I wanted but the solution is so simple it sounds like a band-aid fix. I wanted to know if there was something that would affect all objects at the same time rather than having to adjust each object, but yeah, I don't have multiple objects in a render anyway so I guess it is fine

>> No.693148

>>688153
>he can only contextualise artistic styles using video games

oh massive cringe

>> No.693162
File: 20 KB, 800x510, Screenshot (47).png [View same] [iqdb] [saucenao] [google]
693162

>>687988
Model I Made :0

>> No.693174

>>693147
You could also use a diffuse material with a really really strong lamp if you want shadows but still keep everything bright.
Or just look into toon shading.

>> No.693189
File: 52 KB, 440x365, Ghost_Trick-Lynne_render.jpg [View same] [iqdb] [saucenao] [google]
693189

>> No.693238

>>687995
>>687997
fuck artists

>> No.693247

>>692863
critiques are optional

>> No.693503

>>693130
>I should really stop using a base

Why?

>>693147
Set your ambient light to white?
The answer is going to vary based on whatever piece of software you're using, but ultimately, there's no wrong answer. If it works, it work.

>> No.693508

>>692083
Is that the carpet from Half Life 2?

>> No.693520

>>692687
Oh, no kidding? It looks nice. I'm assuming this is a SS13 remake?

>> No.693661
File: 1.27 MB, 512x512, Chun_Li_Pixel.gif [View same] [iqdb] [saucenao] [google]
693661

I managed to add physics ^-^

>> No.693662

>>693661
Use the wiggle bone addon instead, if you want to make it work in games. It won't look as "real", but it's pretty easy to work with.

>> No.693667

>>693661

Cool! How did you do that?

>> No.693674

>>693661
Remove undies.

>> No.693690
File: 261 KB, 658x503, the source of all malice and despair.png [View same] [iqdb] [saucenao] [google]
693690

I tried to make a low poly hand but it ended up looking like an evil hand that rules over the weak and poor.

>> No.693691
File: 2.61 MB, 479x412, C_TestSoldier2_VP1.gif [View same] [iqdb] [saucenao] [google]
693691

Working on Unreal Summer Jam with a team.
Not sure the how happy the judges will be about our decision to make PS1 graphics in their fancy engine, but it's great fun!

>> No.693692
File: 2.41 MB, 330x397, Accolyte1.gif [View same] [iqdb] [saucenao] [google]
693692

>>693691

>> No.693694
File: 365 KB, 825x593, fruit.png [View same] [iqdb] [saucenao] [google]
693694

>>693692

>> No.693695
File: 1.28 MB, 356x256, C_Stool.gif [View same] [iqdb] [saucenao] [google]
693695

>>693694

>> No.693697
File: 116 KB, 625x463, file.png [View same] [iqdb] [saucenao] [google]
693697

>>693695

>> No.693698
File: 129 KB, 765x549, file.png [View same] [iqdb] [saucenao] [google]
693698

>>693697

>> No.693717

>>693694
Looks really good. Are you using vertex colors too?

>> No.693718
File: 175 KB, 999x449, file.png [View same] [iqdb] [saucenao] [google]
693718

>>693717
Thanks!
Yes, painting in some fake light/shadows/AO with vertex colours. Helps hide bad seams a bit too.

>> No.693720

>>693718
Oooh, I'll need to use that idea some time. Your stuff looks really genuine to that old JRPG look, in a good way.

>> No.693721
File: 952 KB, 1001x977, file.png [View same] [iqdb] [saucenao] [google]
693721

>>693720
Yeah, it's pretty fun!
Thank you!
We're using dynamic lights in this game, but in theory it should be possible to paint an entire scene and not use any "real" light sources at all, like in some old PS1 games.
Here's an old experiment I did with that

>> No.693722

>>693721
You can probably mix and match the painted vertex colors with realtime lighting as well in certain scenarios too. Feel free to link the game. It looks good.

>> No.693723

>>693722
I have made a few models as commissions for a guy who does that, but I feel it looks a bit washed out and "wrong". Guess it just feel it's strange because it doesn't look exactly like old games used to.
I think it can look a bit interesting with bloom (and no light sources), though:
https://sketchfab.com/3d-models/retro-lowpoly-railgun-930d9dfe05bb4af1abcdb409d13351aa
See how the blue seems to shine like LEDs or something?

>Feel free to link the game. It looks good.
Submission deadline is in a couple fo days - Will post as soon as it's up!

>> No.693740
File: 2.98 MB, 432x397, Vampire2.gif [View same] [iqdb] [saucenao] [google]
693740

Almost done with this too. Just need to add some vertex paint

>> No.693743
File: 206 KB, 825x509, file.png [View same] [iqdb] [saucenao] [google]
693743

>>693740
Vertex painted a bit

>> No.693749

>>693743
The before and after is huge, really.

>> No.693757

can someone explain how texturing works? I have no idea how to texture models at all
especially low res texturing

>> No.693758

>>687988
how do I prevent massive weird clipping and bending?

Are low poly rigs supposed to be animated with a traditional weight painted skeleton or do I need to do other shit to make it work?

>> No.693786

>>692835
>>692892
>>692973
>>693130
>>693661
You're doing okay but these all feel very similar as their bodies look almost identical. You mentioned using a base and I see what you mean. Bases might seem like good ideas, but only in the short run, like tracing drawings. If you learn how to actually create things from scratch, you'll eventually learn how to make whatever type of body you want. If you like how these bodies look then that's fine, but you having your models look a certain way should be a choice, not something that you're forced to do because you don't have the skills to do anything different. :)

>> No.693789

https://twitter.com/kyu_fu/status/1159731174064844801

>> No.693791

>>693757
Seconded. I tried painting using paint tool sai and went like this.
>import uv at high res
>paint at high res
>lower canvas res
>adjust pixels
>import to blender
The problem is when I change the canvas res the uvs are pixelated too so its hard to put the pixels where I want them relative to the uv

>> No.693796
File: 127 KB, 655x800, MrsJordan.jpg [View same] [iqdb] [saucenao] [google]
693796

>>690049
Could anyone tell me how one would make the textures of this model?

>> No.693799

>>693796
Sure thing, I uploaded the instructions into your online e-mail ;^)

>> No.693801
File: 46 KB, 669x664, SopaDeMacaco2.png [View same] [iqdb] [saucenao] [google]
693801

>>693799
Hey, thanks got it hahaha

>> No.693809

>>690459
They're by circlesoldat. He's really good at that sort of late 90's look. His texture work is some kind of magic that I've dried and failed to emulate.

>>693796
I wish I could.

All I can say is that his textures use noise and edge highlights, and that his UV maps leave virtually no distortion to be seen.

>> No.693817

>>693757
>>693791
Texturing straight onto the UVs is usally pretty difficult and time consuming unless you're doing something like a box (which even then you can't intuitively tell rotation and what not). I personally only import the whole texture into an image editing program for touch ups. Texture painting onto the model through Photoshop, Blender, or even Substance is far more intuitive. Although note Blender's texture painting is one layer only, so if you want to so much as change a color, you'll have to import that crap back into Photoshop and do it by hand.

Pretty much learn how to UV map good or bad (unintuitive at first but becomes crap you can do in your sleep after you get a hold of it), then you can choose whether to paint onto the model in 3D or do it in 2D.

>> No.693831

>>688709
Oooh. That looks cool - the kind of low-poly I like. The textures are the right amount of low-res to make the model look like 3D pixel art!

>> No.693845
File: 2.86 MB, 342x356, VampIntro.gif [View same] [iqdb] [saucenao] [google]
693845

>>693743

>> No.693860

>>693845
Does anyone know how to set up the vertex color data node together with a diffuse texture in UE4, by the way?
Can't find a single tutorial on using vertex colours for their actual colours (just a million tutorials on how to blend materials by using vertex colours as a mask)...

>> No.693863

>>693860
Unity can't into "base texture multiplied by the vertex colors" out of the box either IIRC, forcing you to write your own shader. I fear it may be the same in Unreal too.

>> No.693872
File: 103 KB, 797x784, dumbfucks.jpg [View same] [iqdb] [saucenao] [google]
693872

>>693860
>>693863
That's one heck of a complex shader. Whew. Gonna have to take a break after writing that one.

>> No.693873

>>693860
Why exactly do you need a tutorial for that?
You already know there is a vertex color data node. Just pop it into the base color slot. Done.
Or multiply/ blend it with your diffuse texture.
That's literally it.

>> No.693874

>>693872
Apparently, that doesn't work.

>>693873
The problem is that the vertex color data doesn't interact with the diffuse like it's supposed to. White is supposed to just let everything in the diffuse through, like alpha, but instead it just adds white to the surface.

>> No.693875

>>693872
Beat me to it. But you said it better than me.
Picture says it all.

>> No.693876

>>693875
See:
>>693874

>> No.693877

>>693876
So you're saying multiplying does not multiply it correctly?
That would be strange because that's how its supposed to work and how it works for me.

>> No.693878

>>693877
To be 300% honest I've never tried myself, but the programmer on my team seems to not get the results we want.

>> No.693880

>>693876
Double check that your vertex colors are importing correctly, should be able to visualize them in the editor. When you are troubleshooting something don't just assume any step in the process is going as expected. Also I don't know why you ask this here in the lowpoly thread instead of the /agdg/ thread you dumped all your crap into.

>> No.693882

>>693880
Just thought I might try. Google wasn't giving any results at all.
I've never seen anyone on AGDG use vertex colours with diffuse textures, but I guess it's worth asking there too, if I can't figure this out.

>> No.693883

>>693878
Well then i guess the problem is in front of the monitor.
I just doublechecked in Unreal, to be 1000% Sure. And this >>693872 is how it works.
If it doesn't, then you're doing something wrong.

>> No.693886

>>693809
>that I've dried and failed to emulate.
Just grind. Circum's reached that point by grinding, he's dedicated not a genius.

>> No.693925

Is there a specific name for the Dr. Slump aesthetic of low poly. As opposed to ugly dog with obvious tris sticking out randomly aesthetic?

>> No.693943
File: 1.14 MB, 1666x738, Megamart.webm [View same] [iqdb] [saucenao] [google]
693943

>>693925
It's called having a good fucking art direction.

>> No.693963

>>693925
Get a talented art director laying down a consistent style for you.

>> No.693973

>>693943
Is he going to explode?

>> No.693976

>>693878
Depending on the result your programmer is searching for you'll need to do some color space conversions. Chances are your shader nodes of choice convert inputs to linear space but to get the proper oldschool shading you'll need all inputs back to srgb color space (for example by applying a gamma correction of 0.47, which isn't quite the right way but good enough an approximation) before the multiplication, and then shift the result back to linear space (with a gamma of 2.2) right before the output node.

>> No.693979

>>693976
Oh wow, thanks for the explanation! Never would have guessed that.

>> No.693983

>>693508
Nah, I just googled turkish carpet.

Here's the finished loop
https://youtu.be/a6Gv2ejPNv0

>> No.693984

>>693018
I am deeply saddened there isnt more of this.

>> No.693996

>>693983
Love the comfy room, but that wojac could be improved, Anon.

>> No.694010
File: 925 KB, 512x512, Rin Pixel.gif [View same] [iqdb] [saucenao] [google]
694010

>>693984
Yeah nah im going wholesome

>> No.694019

>>694010
what kind of lighting are you using for these or are they unlit?

>> No.694027

>>694010
I swear to God if you continue down this path I'm going to plagiarize your models and have them pose with a fucking cross up their snatch while sucking hard a horse dick.

>> No.694037

>>694019
Yeah i dont have a light source so i get this cute cell shaded effect ^-^. My other stuff further up the thread has lighting though.

>> No.694060
File: 326 KB, 400x300, DINO.gif [View same] [iqdb] [saucenao] [google]
694060

been trying to get some assets together for mobile game. textures are all 256 pixel squared. models are very low resolution. i am struggling with animations, but i am just happy to have a t-pose model. not perfect, but PROGRESS. all a learning experience.

>> No.694063

>>694037
that's not cel shaded you moron

>> No.694066

>>693943
>>693963
Oh. Well I mean yeah but if im searching for references, how do I find what im looking for specifically?
Googling ''low poly anime" only takes you so far

>> No.694069

>>694066
MML and Dr Slump are your references...what else do you need?

>> No.694071

>>694060
Good for you anon.
If you would like feedback, I'm not an expert or anything... but to me, some of the scales look a bit too small compared to everything else.
The scales on the feet look about the size I'd expect, as do the scales on the back of the neck, but other scales look very small and that with the high color contrast and animation makes them feel distracting, especially on the tale where I can see the very small scales directly next to the larger tail-underbelly texture. I hope this helps.
(I'm actually trying to learn UVing and texturing myself, atm.)

>> No.694073
File: 446 KB, 607x358, MenuTest2.gif [View same] [iqdb] [saucenao] [google]
694073

>> No.694075
File: 2.06 MB, 373x316, Furniture_NC3.gif [View same] [iqdb] [saucenao] [google]
694075

>>694073

>> No.694076
File: 165 KB, 873x459, file.png [View same] [iqdb] [saucenao] [google]
694076

>>694075

>> No.694078
File: 608 KB, 1313x633, file.png [View same] [iqdb] [saucenao] [google]
694078

>>694076

>> No.694079
File: 2.71 MB, 831x360, Furniture_NC1.gif [View same] [iqdb] [saucenao] [google]
694079

>>694078

>> No.694080
File: 1.04 MB, 613x414, Crossbow_VP1.gif [View same] [iqdb] [saucenao] [google]
694080

>>694079
This one isn't my model - I just did the texture unwrap and vertex paint

>> No.694081
File: 1.20 MB, 613x414, Crossbow_A1.gif [View same] [iqdb] [saucenao] [google]
694081

>>694080

>> No.694089

>>694071
yea, I think I see what you mean. there is no logic to dictate the size of a scale relative to the others. Since I am going for a "cartoon" appearance, I am considering not having each scale drawn as a detail, and rather, using the scales as an optional texture where shadows/highlights are prevalent. thank you, anon. feedback always appreciated.

>> No.694121

>>694063
To be fair, cel shading pretty much means "shader that takes inspiration from 2D". So I'd say unlit but meant to look 2D counts. JSR is pretty much the same thing but with one darker tone.

I wouldn't call him a "moron" because these days cel shading as a definition doesn't mean much.

>> No.694142
File: 1.20 MB, 512x512, Megumin_Pixel.gif [View same] [iqdb] [saucenao] [google]
694142

Have more scoliosis girls

>> No.694165

>>694142
Looks good but I've noticed the lower calf needs to be widened a bit

>> No.694179
File: 612 KB, 1281x807, mario 64.png [View same] [iqdb] [saucenao] [google]
694179

There has literally never been any reason to do low poly models. Look at the way they modeled peach from mario 64. That game ran fine and it looked like this. you guys are all wasting your time

>> No.694181

>>694179
And Mario 64 was an abominably ugly game made by idiots who didn't know what a polygon was before development.

>> No.694182
File: 208 KB, 329x445, 1565697895731.png [View same] [iqdb] [saucenao] [google]
694182

>>694181
>being this fucking retarded on the internet

>> No.694183

>>692736
I'm begging you to learn pixel art and colour theory. Other than that, could be good.

>> No.694184

>>693162
anon what

>> No.694185

>>693690
low poly masterhand maybe?

>> No.694188

>>694179
mario 64 is pretty damn ugly even by PS1/N64 standards, even Ocarina of Time looks far better

>> No.694191

>>694188
Fuck off autist

>> No.694192

>>694191
Spyro and Crash look so much better as well. Banjo Kazooie makes mario 64 looks like an NES game. I don't know who in their right mind would use Mario 64 as inspiration lmao

>> No.694193

>>694179

N64 models never get extracted properly because the n64 used some wizard tech. Same with the ps1 with the backwards forwards thing.

>> No.694202
File: 205 KB, 1280x997, banjo.jpg [View same] [iqdb] [saucenao] [google]
694202

>>694193
>>694192

not him but designers typically made their models this way back in the day. the reality coprocessor on the n64 was exceptional at rendering high amounts of vertices on the screen at once. The bandwidth of these processors were so high that it hardly mattered even then

>> No.694204

>>694202
Hey just wanted to jump in and add a small correction. they actually did this because the n64 had problems displacing textures correctly as animations deformed the model. with the vertices there in those random positions, texture displacement was smoothed out. the whole model jitters and createes lots of visual artifacts if this was not done. The effects of not using this kind of geometry can be seen in ogre battle 64

hope this helps out, anon

>> No.694231

>>694202
Good lord, I see. That can't be the original mesh.

>> No.694236

>>694231
yeah I'm pretty sure he's posting FUD

>> No.694247

>>694179
That's a scan, you fucking retard. The actual model doesn't look like that at all.
You and these two faggots are complete fucking mongoloids:
>>694181
>>694188

>> No.694248
File: 46 KB, 500x383, 1543427492312.jpg [View same] [iqdb] [saucenao] [google]
694248

>>694231
>>694202
>>694204
You too. How can you be this dumb?

>> No.694271

>>694248
Fuck you

>> No.694274

>>694179
wasting time by using fewer polygons?

>> No.694287

For everyone wondering how you uv unwrap for pixelated textures, look into sprytile

https://chemikhazi.itch.io/sprytile

It’s a blender add-on (currently only 2.79 I believe) that either lets you model in set square sizes (e.g. create a 16x16 textured face) or paint pixel perfect textures onto a uv.

>> No.694322

>>694287
Or just use snap to pixels and follow active quads or reset, like a non-retard.

>> No.694354

>>694322
Or do it in half the time with a plug-in specifically built for the job.

>> No.694357

>>694354
Do it in twice the time, you mean? That plugin is just to help brainlets.

>> No.694389

>>688427
Looks like he's smiling bruh

>> No.694398

>>694357
Nah.

>> No.694423

>>694287

sprytile is so fucking glitchy... just try to use it. seriously, do try. you'll probably get an aneurysm and drop dead from the frustration.

>> No.694531
File: 159 KB, 616x683, Capture.png [View same] [iqdb] [saucenao] [google]
694531

>>694179
that's, what, a 3d scan of a print? You can literally see the original polys under all that garbage. Also, even if that was a legit wireframe, that model only shows up at the very beginning and very end of the game, at worst there are only three other models on screen with it at the same time not counting the environment. Mario's wireframe would be much more indicative of the level of detail used for gameplay.

Related,
https://www.youtube.com/watch?v=A2gXyEyy_2U

>> No.694532
File: 662 KB, 1024x1024, Lux.png [View same] [iqdb] [saucenao] [google]
694532

How many polygons till a mesh is no longer low poly?

>> No.694548

>>694531
Thats just how the n64 displayed it after extracting the models since modern technology no longer needs that much geometry. Please research your posts before you try to misinform people on /3/

>> No.694550

>>694548
you are the one spreading misinformation, the n64 cannot handles as nearly as many tris as you claim

>> No.694555

>>694548
You fucking mongoloid. What a prime example you are of the Dunning-Kruger effect.
Please never open your mouth in public ever again.

>> No.694561
File: 602 KB, 3840x2160, Group_03.jpg [View same] [iqdb] [saucenao] [google]
694561

>> No.694576

How do I model and weight low poly hips so they don't deform like ass?

>> No.694580

>>694576
pray to the dark one, alternatively trial and error

>> No.694586

>>694532
its pretty subjective. I'd call that model lowpoly still. A little higher and maybe not

>> No.694590

>>694532
in a professional setting: 30-60 thousand

>> No.694600

How would you make a normal map to match low-res pixel art textures? Color pick and fill?

>> No.694639
File: 1.00 MB, 540x540, Lux_Pantsu.gif [View same] [iqdb] [saucenao] [google]
694639

Hehe low poly is really fun ^-^

>> No.694657
File: 134 KB, 365x373, bitch-what-the-fuck-spell-card-use-this-card-when-37230775.png [View same] [iqdb] [saucenao] [google]
694657

>>694639
That's not the good kind of low poly

>> No.694715

>>694532
iirc the standard for the polycount threads was ~500 tris

>> No.695122

>>693691
>>693692
>>693740
>>693743
>>693845
I like your style.

>> No.695123
File: 1.40 MB, 220x201, bud2_o1.gif [View same] [iqdb] [saucenao] [google]
695123

>>695122
Thanks!

>> No.695126

>>694600

Convert the final diffuse using crazybump or ndo or something.

>> No.695312

>>694561
What story is this trying to tell?

>> No.695391

>>688092
can blender do this?

>> No.695393

>>688466
>>688067
>>688064
>>688062
whats the process for texture painting like any of these

>> No.695397

>>695393
I'm beginning to think there are literally zero guides to low-poly texturing on the internet and its a group of like 5 faggots making all the low poly art in the world and keeping their methods a secret. I've been wondering this a while too but every time it's asked, every single time at any given thread on this board the question *never* receives a direct answer.

>> No.695409

>>695397
maybe you just suck.

>> No.695410

>>695397
Sorry, trade secrets.

>> No.695414

>>695397

I will take my technique to the grave.

>> No.695415

>>695397
Low-poly faggot three out of five here, I can confirm, our techniques are secret and you need to have luck by your side to come up with your own. Only then would you be able to become the sixth. But, even so, we might fight back to protect our rightful slice of the cake. This is a market for only a limited number of players.

>> No.695426

>>695409
>>695410
>>695414
>>695415
Where is the fifth one of you faggots

>> No.695435

>>695426
Right here.
You're gay.

>> No.695475

>can't do nearest neighbor resize in Premiere Pro
what a fucking joke

>> No.695477

>>695435
hey FUCK you

>> No.695484

>>695477
Hey buddy, we already know yer gay.
I ain't interested.

>> No.695500

>>695397
https://www.youtube.com/watch?v=dKEbhmeSuHA

>> No.695501

>>695397
>be good at low poly modelling
>be good at working with UVs and distiortion on low poly
>be good at 2D art
There you go. It's a skill gap.
I'll give you that there aren't too many "straight up" texture painting software without the procedural PBR fluff, and Blender is a pain at locking you to one layer. But even so, a bunch of it literally is just getting good at 2D art and getting used to working with low poly and its compromises.

Like, you can look at the image, and it's pretty direct. Low poly, stuff is separated into different sections, and it more or less respects the artificial limits imposed. What do you want me to say more than that which doesn't extend to just "how to color well" and "how to shade well".

>> No.695504
File: 3.95 MB, 1920x1080, Peestol.gif [View same] [iqdb] [saucenao] [google]
695504

I was making this model as super high oly but frankly I didn't have the skills to do it properly. It was a mess. So I just traced over it with some very rough quads and made this gif. I'm quite proud tbqh

>> No.695505

>>695504
eh... too big, I realized now.

>> No.695508

>>693674
Add vagene.

>> No.695514
File: 2.14 MB, 1920x1080, land_002.png [View same] [iqdb] [saucenao] [google]
695514

Is it possible to get money with lowpoly? I live in Brazil so $1 = R$4 and R$3k is ok for living so I would need around $1k/mo

>> No.695520

>>695514
No.

>> No.695523

>>695391
Snap to pixels and sue grids? Yes.

>> No.695524

>>695514

A lot of the programmer art games the programmer does it themselves.

>> No.695525

>>695397
The secret to learning lowpoly texturing is that you have to defeat one of the five masters and claim his title (and powers).
First you have to take out the 9 elite captains, of course.

>> No.695588

>>695501
If I’m on the grind for this shit and an absolute novice at this stuff how long do you think it would take to learn how to get there

>> No.695591

>>695588
never gonna make it.

>> No.695618

>>695588
A couple years to become competent, five years to become very efficient, and an unknown amount of time to meet and confront The Five.

>> No.695630
File: 535 KB, 1763x1372, Souther.jpg [View same] [iqdb] [saucenao] [google]
695630

>> No.695647

>>695397
it's just pixel art, bro

>> No.695650

>>695588
don't listen to >>695591

It depends I'm not very good at 2D art, and just know my way around 3D art, but I think I can pull off that style *decently". The modelling part, low poly is about putting up with gotcha's all the time. You end up forming your own tricks how to speed things up, and you should be conscious of compromising rather than maximizing detail. Anything you can't fit in the mesh goes in the texture. It's so simple, but it's a bad habit for me and I waste hours on that crap.

As far as 2D art goes, we aren't talking *super pro level* being required to get something to look good. Just train both skills and make stuff, that's honestly the best I can give outside of specifics. Even if you don't turn into Capcom circa late 90s in a year, you can still make stuff that looks pretty darn good, and that's valuable.

>> No.695654

>>695650
Thanks for that. The goal is to make a 3D low poly high res style like this >>688074. That’s the ultimately perfect style for me.

>> No.695655

>>692686
he logo there made my heart go fast. is this a ss13 3d remake?

>> No.695682

>>693817
>>695393

>> No.695762

>>688063
love this one, its less than lowpoly fuck

>> No.695764

>>687988
how do you do that dithering?

>> No.695797

>>695764
in post

>> No.695838
File: 20 KB, 650x490, TempleOS_logo.png [View same] [iqdb] [saucenao] [google]
695838

temple os had some interesting graphics.

>> No.696085
File: 228 KB, 1577x1037, 51.png [View same] [iqdb] [saucenao] [google]
696085

This is my first time ever doing a 3D work and I've watched a lot of tutorials how to unwrap UV and paint texture on photoshop but I still have no idea how to do that...

>> No.696150
File: 13 KB, 487x291, houses_42_44_34.png [View same] [iqdb] [saucenao] [google]
696150

this question may get answered if I post it in this thread so here
>>696145

>> No.696169

>>696168
>>696168
>>696168
new

>> No.696206

>>696085
Looks nice. UV mapping is annoying as he*k when starting out as it's unintuitive busy work. But once you get a handle of it, it's just mildly annoying busy work. And once you get fast it kind of becomes an afterthought on really simple models.

Good luck, with the right materials and lighting, that scene cool look pretty.

>> No.696314

>>694639
>>694532
>>694142

You've got potential but you gotta drop the tumblr blush face style.

>> No.698038

>>688427
can I DL this, please ? am making whack utube animations also