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701363 No.701363 [Reply] [Original]

Hey guys. I am currently working on my first 3D game, it's supposed to be low poly. So I started working on mc, And I am wondering if I were to subdivide my model would it still be lowpoly because I would like to achieve smoother overall look. Thank you for critiques

>> No.701366

>>701363

it can either be low poly or it can be smooth.
Pick one.

>> No.701371

>>701366
But should it be smoother?

>> No.701373

>>701363

What angle will it be viewed at, will it be zoomed out. Is the artstyle faceted low poly shaded. What's the target platform mobile, pc etc. Did you put it in a game engine and run around as low poly or subdivided and observe the framerates.

>> No.701375

>>701373
Third person and you can rotate camera around the character, I want to make it look nice since there are gonna be close ups. It's going to be on PC. I still haven't made in animations, so I can't really test it before it's finished. With art style I am going for more hand painted look

>> No.701380

>>701363
Cute gecko. Will he have shoes?

>> No.701382

>>701375

Most 3rd person main characters this gen had around 50k poly's. If you want to be conservative go for 25k.

>> No.701394

>>701363
Define "low poly". If you mean literally low polycount, then anything below 25k per character is low poly in today's times. If you mean faceted looks, then you can have as many polygons you want since you can make it look faceted by messing with the normals.

>> No.701531

>>701380
Yes, he is getting a boots and a hat. Thank you

>> No.701532
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701532

>>701394
>>701382
Well basically I was wondering would this be too much. It has around 6k faces

>> No.701533
File: 117 KB, 756x654, aaasa.png [View same] [iqdb] [saucenao] [google]
701533

>>701394
>>701382

>> No.701534

>>701531
>Gecko
>Yes, he is getting a boots and a hat.
Now I am REALLY interested in this thread and outcome

>> No.701561

>>701532

No it wouldn't be too much. Will it animate properly though. You need the most loops on joints.

>> No.701565

what's gonna be the name of the game?

>> No.701571

>>701561
Thank you for advice. Currently working on mouth topology~
>>701565
Name is still in progress. For now it's called lizard game project

>> No.701593

i hope your lizard looks cute :3

>> No.701594
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701594

Gex is that you?

>> No.701601
File: 492 KB, 158x187, AJ_YES.gif [View same] [iqdb] [saucenao] [google]
701601

>>701363
Add a fat throbbing dong

>> No.701755
File: 153 KB, 500x288, vlcsnap-2016-10-20-20h48m05s056.png [View same] [iqdb] [saucenao] [google]
701755

>>701601
No, that's gross....
Please anon, stop being a creep...

>> No.701766

>>701601
There's always one of 'em.

>> No.701841

can i fuck the lizard???
i wanna fuck the lizard

>> No.701878

>>701841
Please shut the fuck up

>> No.702081
File: 50 KB, 759x675, Untitled.png [View same] [iqdb] [saucenao] [google]
702081

Started rigging, Blender is fun~

>> No.702082

>>701366
You realize PBR workflows are often low poly but smoothed with normal and height maps, right?

>> No.702142

>>702082

High poly is required to bake the info from.

So yes, smooth results require a high poly model at some point.

>> No.702175

>>702142
Good point, I really only have experience with building graphics pipelines so I'm not too familiar with the modelling side

>> No.702198

>>701363
Just use smoothing groups.