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/3/ - 3DCG


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File: 391 KB, 1920x1080, halo pixel art.jpg [View same] [iqdb] [saucenao] [google]
718838 No.718838 [Reply] [Original]

3D low poly with pixel art textures:
>Model (1 hour)
>Texture (1 hour)
>Rig (1 hour)
>Animate (1 hour)
>export to game engine

3D AAA profesional garbage:
>Get photo references (2 hours)
>Sculpt to realistic detail (20 hours)
>Retopo (10 hours)
>UVMap (1 hour)
>Make the materials in substance (10 hours)
>Texture the retopo model (20 hours)
>Rig the model in realistic ways (20 hours)
>Get video reference and mocap (10 hours)
>Animate the model (20 hours)
>Export the model

>tfw after spending a month on a model it looks like garbage unlike the retro model

>> No.718842

That's why all the indie devs make 2d pixel/low poly shit, it's faster to get their products in the market.

>> No.718844

>>718842
eventually market will tire of pixel art bullshit and what will they do then, starve?

>> No.718850

>>718844
The market is already tired of pixel trash. Yet indie devs keep making them because they can't look at the problem another way. They default to shitty pixel graphics because they lack a team for making detailed art, yet don't think about other solutions.
That's why all pixel indie games are trash.

>> No.718852

>>718850
odd that they still do them, then someone buys their trash? I don't think even indie dev would be brainlet enough to just keep pushing something that does not sell...?

>> No.718855

>>718838
can't wait for 3d humansofflat

>> No.718856

>>718838

>Texture (1 hour)

ha ha ha that's a good one.

>> No.718860

>>718852
most indie games don't sell
its easy to only focus on the ones that do

>> No.718868

>>718838
The lighting is meh, but the rest looks pretty nice.

>> No.718871

>>718852
Their strategy is quantity over quality. There are developers who shit out one game a month.

>> No.719017

>>718838
The complexity of programming a 3D game far exceeds that of a 2d game and the complexity of doing meme programmer pixel art is still lower than that of doing lowpoly, even meme textureless lowpoly.

>> No.719041

>>718838
3D AAA profesional garbage:
>Get photo references (0.5 hours)
>Sculpt to realistic detail (10 hours)
>Retopo (3 hours)
>UVMap (1 hour)
>Make the materials in substance (0 hours)
>Texture the retopo model (5 hours)
>Rig the model in realistic ways (10 hours)
>Get video reference and mocap (3 hours)
>Animate the model (20 hours)
>Export the model
FIFY

>> No.719138

>>719041
Yet all of those actions are divided up between different teams of people. Theoretically you could have a finished character in a day or so if their workflow is streamlined enough. Not a main character, but a smaller asset like a filler character, definitely. Economy of scale applies for AAA development, at least in man-hours (or women/tranny-hours with most AAA devs now).

>> No.719443
File: 316 KB, 1035x740, gdi soldier.png [View same] [iqdb] [saucenao] [google]
719443

>>718838
>Low poly with no references or going over your topo a second time

If you can eyeball it, know which details to omit and are making stylized crud where mistakes can be dismissed maybe. But not if you want to make something like pic related.

>> No.719499

>>719443
Needs more poly.

>> No.719711
File: 65 KB, 384x308, Riflemen.jpg [View same] [iqdb] [saucenao] [google]
719711

>>719499

It looked great ingame.

>> No.719712

>>719499
Need more brain

>> No.719759

>all the good low poly artists are hobbyists and don't work on games

why it gotta be like that

>> No.719764

>>719759
It's not where the money (currently) lies, anon. Normies who suck on the tit of the AAA industry do not care about low poly aesthetics...or most aesthetics in general.

>> No.719769

one is the equivalent of doodling in your middle-school notebook's margins and the other is like doodling in your art school sketchpad, of course you're going to suck at the latter because it requires actual effort and knowledge.

>> No.719813

>>718850
>>718852
Go fuck yourselves assholes. I'm not an indie dev and I'm actually a real novice but its pretty apparent to me they do the best with what skills they have and that manpower and time management is the biggest problem for them. Its not so easy to go back to the drawing board when your resources are highly limited and you have deadlines to meet and there's no point in doing it when you have already have an audience that enjoys it. Must be easy for /3/fags to shit on real work all day while they're busy actually being productive.

>> No.719843

>>719813
>any retard can into /3/
>still makes pixel trash
kys.
They're retards for not looking at different ways to solve their problems instead of defaulting to pixels because it's easy. There's games that use the pixel look on purpose, but for every one of those there's 30 that use it just to use it without any thought put into why.

>> No.719859

>>718838
>ywn play a Nintendo DS Halo spinoff with a low-polygonal aesthetic with your Prime Hunters buddies
feels bad

>> No.720039

>>719443
>>719711
what are you doing? interested, I'm a C&C fan.

>> No.720506

>>718838
I've been following this guy for years and have chatted with him a bit, these models are actually very time consuming to make and require the creator to be a very efficient low poly modeler, a fantastic texture artist with strong color theory skills, and be willing to painstakingly align all of their UV's to a grid which takes around 1-4 hours per model depending on complexity.

The scene in OP's picture looks like around 20-40 hours of work.

Significantly faster than AAA, but by no means easy. Hence we haven't seen a single indie game with 3D low poly pixel graphics as good as this example.

>> No.720538

>>720506
I also imagine these can be harder to animate than a simple PBR model. Have to watch out for texture deformations so you don't stretch the squares, animate on 2's to keep it cartoony, etc.

>> No.720558

>>719843
Good pixel art is S tier. Really dumb to lump it all as "indie garbage". But regardless, getting gud at stylized low poly, or 2D pixel art wants you to be competent at 2D art in general. Pretty much >>720506

In addition, non PBR workflows tend to take longer periods of time since basically all the workflow improvements these days have been for the film crowd. You got stuff like 3D Coat, but if you're doing anything custom, you're on your own. And that'll eat more time if you aren't wary of how much time is really being put into stuff, so keep it simple I guess.

>> No.720570

>>719759
Because it's not what The Industry is looking for, and because indie devs are either flat fucking broke or hiring an artist to specifically not have any retro elements in the look of their game.

>> No.720589
File: 1.22 MB, 500x500, 1536149098639.gif [View same] [iqdb] [saucenao] [google]
720589

Wish there were some better guides on keeping polycount low, being evocative with fewer tris. I really want to make some ps1 style models

>> No.720592

>>720589
It looks nice, but with PS1 as target platform you would likely never spend polys on the fenders, front and rear lights, trunk and hood details. Also flat side mirrors, because everything else would be lost at the native resolution of the PS1.

>> No.720593
File: 138 KB, 1049x1377, 1528777575019.jpg [View same] [iqdb] [saucenao] [google]
720593

>>720592
This is a frustration I've generally been having when looking through low-poly art on sketchfab and stuff: i don't know which details should be modeled out or just left to texturing. There's no real rule since low poly artists aren't necessarily interested in following cut and dry limitations, and are just out for a style, but

>> No.720595

>>720589
Look cool

>> No.720619
File: 862 KB, 1374x722, ScreenShot.png [View same] [iqdb] [saucenao] [google]
720619

staying on topic, do you guys know of any guides to create low poly models like the ones in the pokemon games? maybe a little bit more high quality? it's ok if they're in japanese, I also have access to cgpeers.

>> No.720621

>>720589
just play megaman legends

>> No.720637

>>720558
>Good pixel art is S tier. Really dumb to lump it all as "indie garbage".
You're right. Good pixel art is S tier. Finding S tier pixel artists is near impossible for indies. And 9 times out of 10, if a game has good pixel art, it's because it was designed with that fact in mind from day one. Not as a cop-out because they can't afford to make a 3d game, or because they lack the resources, but because it was intended.
As I said, indies can't afford good artists. If they could afford them, they wouldn't be in the position that "forces" them to make garbage. Because they'd have the resources to actually make something good.

>> No.720702
File: 2.65 MB, 830x450, 704792_circlesoldat_volker-bauber.gif [View same] [iqdb] [saucenao] [google]
720702

>>720593
I like the stuff circlesoldat makes for that reason, he has a really good grasp what sort of poly count to go for

>> No.720704
File: 2.53 MB, 452x857, 725857_circlesoldat_fantasy-footman.gif [View same] [iqdb] [saucenao] [google]
720704

>>720702

>> No.720709

>>720589
They key is good 2D art with an iconic style, and damn good color coordination.
Keeping a model low-poly is easy, drawing it detailed, with "depth", to make it recognizeable, is not.
That's why this "low-poly modeling" art looks so cool: It's almost literally just a 3D display of good hand-drawn 2D art. Almost any low-poly model of a person just has a flat/peaked face, because it allows the 2D artist to make a good looking face on paper and apply it to the 3D object. This is why low-poly games always look more "anime" than even the "advanced cel-shaded" ones: It's literally anime applied to 3D blocks and teddy bears.

>> No.720710

>>720619

Best thing to do is download them and copy them. There are some on deviantart xnalara.

>> No.720861

>>720637
Agreed. You can't be a good pixel artist without being a good painter. Color Theory, shading, light reflections, all paramount to good pixel art. The 3D modeling itself is more about the shape language, then you create definition with the pixel art textures.

Painters hate pixel art because it's highly limiting and precise, it's hard to do pixel art with a tablet--much easier to use a mouse, which digital painters are unfamiliar with.

Basically, to be a great pixel artist you need to seriously pursue the medium itself because the skill set doesn't cross over from other mediums like drawing, painting, etc.

>> No.721132
File: 864 KB, 384x216, giphy.gif [View same] [iqdb] [saucenao] [google]
721132

posting some of my stuff like this.

>> No.721133
File: 533 KB, 640x360, PlayerPlane_Model.gif [View same] [iqdb] [saucenao] [google]
721133

>> No.721135
File: 692 KB, 640x360, hocn6eq66m5g.gif [View same] [iqdb] [saucenao] [google]
721135

>> No.721184

>>721132
>>721133
>>721135
Those are amazing, anon. Keep it up.

>> No.721240

>>720593

#1 rule is to focus on the silhouette when modeling (just apply an unshaded flat black material and turn off wire frame view every so often), leave the rest to textures.

>> No.721262

>>718844
Change their ways, like it always happen.

>> No.721263

>>718850
>Yet indie devs keep making them because they can't look at the problem another way

Real questions: What did you mean by looking another way? Finding other solutions? How can you make quick models+textures without resorting to low-resolution techniques?

>> No.721269

>>720593
As much as possible, avoid detailing with polis. Low Poly is about extreme poli economy after all. First you must ace sillouette, then reduce the polis as much as you humanly can, then apply texture and detail with pixels.

>> No.721270

>>720704
Fuck I'd love to have this model as a study reference. Beatiful blend of low poli and pixel texturing.

>> No.721271

>>720861
Yeah, pixelart is more like tiling/mosaic art.

>> No.721311

>>721263
I mean thinking about styles other than pixels. Just because a game is 2d, doesn't mean it HAS to be a pixel styled game. There's tons of artists and designers to take inspiration from that could make a very unique looking game (a game based on Saul Bass' style would be top tier), but instead they default to take the easy route and do what everyone else has done because they don't look at WHY they're using a particular style. Thinking about the problem from a drastically different perspective of "I'm shit at art, but making basic pixel art is easy" can really help shape an overall tone and style to a game where the graphics are an essential part of the game and story, and not just secondary.
I don't mean make a 3d game, I just mean think outside the box.

>> No.721718

>>718838
well its a realistic workload for like just 1 or 2 artist to make the whole game

>> No.721827

>>720039
Marking a spiritual successor

>> No.721859

>>720861
>Painters hate pixel art because it's highly limiting and precise, it's hard to do pixel art with a tablet--much easier to use a mouse, which digital painters are unfamiliar with.

Lol, literally everyone who uses a computer is familiar with a mouse how retarded are you

>> No.721890

>>719769

This. OP is a lazy fuck, the kind of lazy fuck who makes shitty pixel art trash on steam that doesn't sell.

>> No.721931

>>718844
>eventually market will tire of pixel art bullshit
>>718850
>The market is already tired of pixel trash
The problem isn't low-poly or pixel art in and of itself. It's that the low-poly/pixel art in shovelware bullshit sucks. There are modern pixel games that look great, Owlboy probably being the best example.

>> No.721933

>>721931
>Owlboy probably being the best example.
Yeah, and the time and effort dedicated to delivering on that artstyle made the "development process" look more like an excruciatingly slow suicide via self-immolation.

>> No.721982

>>721933
>time and effort
Yeah, that's how quality art is made

>> No.721983

>>721890
Keep telling yourself that and seethe some more, my games sold well enough.

>> No.721989

>>721982
based

>> No.722106
File: 89 KB, 600x450, 1535679309371.jpg [View same] [iqdb] [saucenao] [google]
722106

>>718838
>>Model (1 hour)
BS if amateur
>Texture (1 hour)
BS if amateur autist
>Rig (1 hour)
Yeah I can reason, profession can likely get it down in less than 30 mins
>Animate (1 hour)
Not possible unless you're being very minimalist

If Low Poly was really that noob friendly everyone would be doing it instead of 8bit sprite shit. That being said, I hope this thread is the thread I need to learn how to do this, I basically fell for the LowPolypill and need to learn it.

>> No.722441

>>721859
well retard if you'd ever actually drawn you'd know that the key to clean lines and curves and shape is about using your shoulder to make nice sweeping strokes with the pencil.

With a mouse that is much more difficult. Yeah you can accurately click on things, but getting the right curve to a pixel line with a mouse is a huge pain in the ass. Then you need to look at the line and make sure it's clean, or AA it by hand, every single stroke takes finesse and cleanup.

>> No.722467

>>718838
>Model (1 hour)
>Texture (1 hour)
I'm by no means a "good" artist, but at least for me trying to cut down on unnecessary polygons or replacing those details with textures makes up the bulk of the work.

>> No.724332

>>718838

I work on "AAA professional garbage" so thought I would give some insights.

>Get photo references (2 hours)
Prob will take you longer. Sift through all the concept stuff by the concept department. Do some research about the design, items and materials. Ask the concept artist to go over parts that are unclear to you.

>Sculpt to realistic detail (20 hours)
This part usually takes the longest. For a full character it will probably take a month of work at 8 hours a day. So something around 160 hours. This includes blocking, refining, art reviews and revisions.

>Retopo (10 hours)
>UVMap (1 hour)
Retopo and UV's for a full character usually take a bout a week. 40 hours.

>Make the materials in substance (10 hours)
>Texture the retopo model (20 hours)
Not sure why these are split into 2 categories. Texturing is the process of making your materials in substance. Usually a week. 40 hours.

>Implementation into engine and material set-up.
Usually half a day if there are tech artists that have developed the shaders for you. Just channel pack your textures, import ,then plug them into the materials. This is generally done alongside the texturing process as you should be doing lookdev in the engine and not relying on substances viewport. Without a tech artist you might have to set up your own shader and may take longer.

>Rig the model in realistic ways (20 hours)
Done by riggers. Not sure how long it takes. Usually about a week.

>Get video reference and mocap (10 hours)
Get mocap? If you mean capturing on stage then it varies too much to say..

>Animate the model (20 hours)
Animate what? A whole animation set? One animation? A main character is a game has hundreds of animations. This is too unclear to answer.

>> No.724351

>>724332
Finally someone who's not retarded or delusional

>> No.724368

>>724332
Good answers. The time required to rig also depends on the particular character and pipeline.

>> No.724923

>>718838
>Rig (1 hour)
haahahahha. holy fuck, thats funny.

>> No.725046
File: 211 KB, 602x535, 1581419347942.png [View same] [iqdb] [saucenao] [google]
725046

>>722441
>>722441
>using your shoulder to make nice sweeping strokes with the pencil.
this is fucking bullshit.. do not fucking fall for this meme.. proko is fucking LIER

also good luck using your shoulder with a tablet.. you should make lines however is comfy for you and if you look at masters like koike and yoshinari they draw with their wrists.. also it's sometimes appropriate to make several lines to find which one is best then erase the bad ones

>> No.725047

>>724332
>Done by riggers. Not sure how long it takes. Usually about a week.
lol i read that as "done by niggers" lol

>> No.725048
File: 123 KB, 933x1418, asdfasfdfasde.jpg [View same] [iqdb] [saucenao] [google]
725048

>>721982
>time and effort
>Yeah, that's how quality art is made
animators are always looking for a way to simplify their artistic vision, and soon with AI we will have computers assisting in a new way

If you actually were creative you would know that the best use of time is to provide a sine wave of high and low detail throughout a piece. That is why in anime they have sections of high quality shit and then cutout animation. In fact Evangelion was renowned for it's creative use of as few frames as possible. The first episode had barely over a thousand drawings, yet it's still one of the best of all time.

Also the modern algorithm based marketing through google and youtube heavily ways quantity over quality so any self repescting artist will appropriately balance highly detailed content with "filler" material which is still worth consuming for fans but not blow their socks off.

Basically you wouldn't want to eat ice cream for every meal anyways, or even steak. And when you look porn you dont just look at hot hicks.. you look at traps and fat chicks because you need variety. So actually it's better for the audience to drip feed them the high quality shit and then give them some filler to build up to the crescendo.

Maybe you should try blogging as a game reviewer though, you seem quite good at it.

>> No.725049

>>719843
>defaulting to pixels because it's easy
pixels arent even easy though.. theyre just popular

>> No.725051
File: 2 KB, 768x256, pixelate_suzanne.png [View same] [iqdb] [saucenao] [google]
725051

>>720861
>Basically, to be a great pixel artist you need to seriously pursue the medium itself because the skill set doesn't cross over from other mediums like drawing, painting, etc.
can you get away with just using the pixelate feature on krita or blender, lol?

>> No.725052
File: 39 KB, 512x349, unnamed.jpg [View same] [iqdb] [saucenao] [google]
725052

the real red pill is games based on shit like polygon man rigs and ironically bad 90s 3d art

>> No.725053
File: 507 KB, 320x320, giphy.gif [View same] [iqdb] [saucenao] [google]
725053

>> No.725054
File: 5 KB, 300x168, images (5).jpg [View same] [iqdb] [saucenao] [google]
725054

honestly if you look at cave paintings the early artists had some amazing things going on even for something so simple

complexity isnt necessary for good art.. that is what a dirty fascist modernist, that read too much Nietzsche would have you think

the truth is that you can turn ANYTNIG into art.. whether it is a simple fucking blender cube or your period blood.... in fact mark my words you fucking trolls i will fucking make a game someday out of a fucking blender cube just to propve you fuckers wrong

Nietzsche died in a mental hospital, broke and alone.. you are not a ubermensch, there is no such thing and we are all humans and our existance is meaningless once the atomic bomb was detonated and a fucking bana duck taped to a wall made over a million dollars and generate 60 million clicks.. that could have been you

The PT cruiser was a masterpiece of art:
https://www.youtube.com/watch?v=hoxqtnI4I4c

>> No.725157

>>718838
>>719443
>>720589
>>720593
>>721132
>>722106
I absolutely fucking love this style of models and lately we have been using blender in school and I was on a role modeling cups, furniture and a simple glock. so while im off school time i really wanna invest into making models like this, any tutorials on how to do so? Megaman legends is the biggest inspiration for me and ps1 era games

>> No.725159

>>725054
holy mother of cope this post lol

>> No.725160

>>725049
They're easy as shit, bitch. Good pixel art is hard, but we're not talking about that, because most pixelshit games don't actually have good art since they're shit at it.

>> No.725184

>>725157
You should download those models and study them.

>> No.725609

>>725053
>>725054
>nupoly retards ruin everything with flat shading and decimator filters
like clockwork
go download your "lofi" nujabes hip hop beats retard

>> No.725836
File: 23 KB, 600x800, 9B4C754749F24461839442B0410633B8.png [View same] [iqdb] [saucenao] [google]
725836

>>720704
>>720702
>circumsoldat
Stop posting that commie larpers trash and can easily be modeled in under 15 minutes

>> No.725843

>>725836
of course its easy to model. good luck texturing it though. you have to deal with UV distortions at a low enough resolution

>> No.725858
File: 30 KB, 640x723, D1jbxoPX0AEZnRY.jpg [View same] [iqdb] [saucenao] [google]
725858

>>725843

>> No.726589

>>725836
>>725858
you're one of those guys whos been mad at him for like 5 years aren't you

>> No.726612

>>724923
I mean, if he's animating a 2D sprite with 200 pixels and billboarding it might actually be an hour or less.

>> No.726643

>>724332
how much does it cost to pay these people

>> No.726655

>>720619
You can download low poly meshes on Model Resource to see how pros did it.
One thing to keep in mind with low poly models, the textures carry most of the weight.

>> No.726904

>>726589
Nah his shit is subpar and only took off because of coomer furries like you

>> No.726957

>>726904
>took off
>only has 2k followers on twitter
lmao do you think he is exploiting some kind of unearned fame? Far as I know he doesn't even do commissions and just does it as a hobby. Getting mad about some obscure online artist only like 4 people on /3/ know about makes it look like you are jealous or holding some kind of grudge.

>> No.727116

>>726643

I'm a junior level character artist right our of school and I make 50k a year. Seniors make about 100k.

>> No.727148

>>727116
>junior level
They really have to title you something so condescending? Might as well have you come in on your first day in a bib with a sippy cup.

>> No.727255

>>727148

There are about 4-5 different levels of artists in games. Juniors are at the bottom and aren't expected to be fully independent yet and need guidance. It's just the way it goes.

>> No.727655

>>718844
>The market is already tired of pixel trash
No, it isn't. There will always be a market for low poly, just like there is a market for actual pixel art since pixels were born.
You're probably a teenager who thinks realism and a lot of verts is all there is to models.

>Yet indie devs keep making them because they can't look at the problem another way.
indie devs do that because it's cheaper. If realistic graphics were cheaper, they would go for that.

>They default to shitty pixel graphics because they lack a team for making detailed art,
Of course they lack a team, indie devs don't have millions laying around to spend on a team of artists. Many of them also work on potato hardware that can't even handle the creation of highly detailed assets.

>, yet don't think about other solutions.
They already thought of another solution. Instead of a guy trying to model a lot of highly detailed models that won't ever see the light of day, they do low poly and create an art style that makes sense to that kind of modelling.

That texturing style on OP's pic would look like complete shit on realistic models. Not that you have to worry about that cause you won't ever make a piece of art with a cohesive direction like that, nor the detailed models from big studios.

>>720589
that car would melt the ps1. Try having all of those details in the texture & no transperancy.

>> No.727658

>>727655
>t. retard

>> No.727659

If indie devs aren't making indiepixel they're doing memepoly instead
You can't stop them

>> No.727699

>>727658
>t. butthurt that won't argue any of the points because talentless fag.

>> No.727702

Anybody here use sprytile? It never works for me

>> No.727726

>>727699
I've already argued the points, but you're to retarded to understand them and completely missed the points by fucking miles.
How the fuck is it cheaper to make pixels compared to thinking about a problem another way? It literally costs you nothing to fucking think. But I guess it does in your case because you do so little of it.

Plenty of games have had little to no art talent, or just one person doing the work of a whole team, and instead of defaulting to pixels or low-poly shit (because it would be "easy"), they've decided to look at the problem differently and still had a successful game.

Here's 5
>Thomas Was Alone
Literally just fucking shapes and it won awards. It's fucking programmer art at best.
>Prison Architect (and similar)
Pretty sure it was just one dude who did all the art for it. Could have done pixels, used vectors instead
>Rimworld
Just one dude for the whole game. Could have been completely justified to use pixels, did something different instead.
>Binding of Issac
Whudda ya know, another game that could have used pixels and saved a shit ton of time, but used graphics instead.
>Five Nights at Freddy's
As much as I hate the game and shit surrounding it, dude couldn't model for shit. Instead of defaulting to low poly, he took that uncanny ass ability to model and turned it into a multi BILLION dollar franchise.

Please ctrl-z yourself and remove yourself from the gene-pool.

>> No.727753

>>727726
Are you really that retarded? All of those are cheap ass graphics that have their appeal completely on aesthetics rather than a gorillion verts. Show us an actual indie dev that does AAA graphics, 100+hrs per model like >>724332 pointed out, or at least 2D art on pair with the top studios.
You know, like what the fucking thread is about.

But no, you won't cuz you're a tard that is moving the goalpost with retarded answers like 'hur dur, I didn't mean indies should give up on pixels for AAA assets, I mean they should do cheapass vectors instead, cuz it's so creative and different and noone ever thought of that'.

>> No.727778

>>727753
I really didn't know it was possible for someone to be THIS fucking retarded and still be able to get on the internet, yet here you are.
Let me break it down to you real simple like so your trio of braincells (Moe, Larry and Curly), can formulate another retarded response.

>All of those are cheap ass graphics
Wow! You've figured out that altering your perspective from one method of cheap ass graphics (pixels), can be turned into another method of cheap ass graphics.
It's almost as if pixel graphics have no reason to exist apart from when it should be used thematically.

>Show us an actual indie dev that does AAA graphics
That's not the argument. That was never the argument. Reading comprehension is something they teach you in school.
The argument that you initially responded to with your braindead babble was about how pixel games are trash because it's an over-saturated market. The whole point of it was that indie devs could come up with alternate solutions other than pixels that are unique to their situation, at 0 fucking $ (brainstorming costs you nothing). Yet they default to 2d pixel graphics because it's "easy".

>at least 2D art on pair with the top studios.
Once again. These devs can't do that. They have neither the money, nor the talent on hand to do that. Which is where finding a creative method of leveraging the skills and resources they DO have is important. They could default to pixel graphics like everyone else does, or they can think outside the box, figure out what their game is supposed to be at its core, and have the visuals evolve from that instead of "I can't draw, so I'll make it a pixel game, even if it doesn't really fit."

>hey should do cheapass vectors instead, cuz it's so creative and different and noone ever thought of that'.
Just because you don't like the style, doesn't defeat the argument that they're successful games, using little resources that don't use pixel graphics.

Lastly,
>noone
It's no one, retard.

>> No.727799

>>727753
>Show us an actual indie dev that does AAA graphics
curious that you mention, now I remember this gook:
https://youtu.be/z5El-yYNUwU

>> No.727833

>>727778
>That's not the argument. That was never the argument.

Oh yeah? Let's check the original post:
3D low poly with pixel art textures VS 3D AAA profesional garbage
few hours VS shitload of hours

And the replies:
>That's why all the indie devs make 2d pixel/low poly shit, it's faster to get their products in the market.

>eventually market will tire of pixel art bullshit and what will they do then, starve?

And finally your stupid """remarks""":
>The market is already tired of pixel trash. Yet indie devs keep making them because they can't look at the problem another way. They default to shitty pixel graphics because they lack a team for making detailed art, yet don't think about other solutions.
>That's why all pixel indie games are trash.

The original topic is clearly about doing simple art vs the expensive & time consuming stuff done by gigantic companies. Yet you - the retard - insist that indie devs should not do pixel art. To anyone with an IQ above that of a retarded orangutan (i.e., not you), it's obvious that this is a problem with no solution. No matter what they do, it'll always be cheap shit compared to what big studios can do. Of course you can't answer to that, so you move the goalpost.

'Oh, but vectors, but bears that look like feces. And this game even won awards!!', not because of AAA art. There isn't a single reply on this thread stating that games with simple graphics can't be good. You pulled that out of your ass.

(1/2)

>> No.727836

Extras:

>>727799
better than what was shown on the other reply, but still shit.

>>727778
>Wow! You've figured out that altering your perspective from one method of cheap ass graphics (pixels), can be turned into another method of cheap ass graphics.
>t retard

>It's almost as if pixel graphics have no reason to exist apart from when it should be used thematically.
Nice contradiction, as expected from a complete mongoloid. Indies devs should think of other shit but are only allowed to use given styles when you want them to. Choke on BBC.
Also, keep pretending those games you showed have expensive AAA art.

>It's no one, retard.
Pronoun
noone

1. Nonstandard spelling of no one.

And no-one is also used, you mongoloid.

(2/2) and final answer about your stupid 'points'

>> No.727849

>>727799
Lol, he didn't do this alone, he bought assets. You can't achieve this quality from scratch as a single person, not even close.

>> No.727858

>I don't like it so it doesn't count
>he didn't personally invent the necessary theoretic basis required for following steps alone, he didn't extract materials needed to manually build his own PC alone, he didn't write his own OS alone, didn't write his own 3DDCC/game engine alone etc so it doesn't count
(you)

>> No.727866

>>727858
Wait, are you responding to me? >>727858

Wtf dude, I didn't say I don't like the game, but you posted the worst example imaginable, because that guy didn't create any art of his own. That really doesn't count.

But with Megascans becoming free for UE4 users, maybe we'll start seeing more AAA-ish quality environment art in games at least. Which will look horrible if the rest of the art won't be on the same level.

>> No.727881
File: 318 KB, 591x820, Capture.png [View same] [iqdb] [saucenao] [google]
727881

damn pixel art is hard

doesn't help that this is like, my first ever blender or pixel art attempt

>> No.727969

>>725053
I fucking hate you and everything you represent.

>> No.727973

>>725609
>bringing nujabes into this.
pump the breaks kid. You can shit on nu-low poly all you want, don't bring nujabes name into this.

>> No.727975

>>725054
This reminds me - there's a game called Philophobia: The Fear of Love by Tim Ruswick, where everything is made out of a heart shape. You should check it out.

>> No.727990
File: 74 KB, 340x230, 1578293296003.png [View same] [iqdb] [saucenao] [google]
727990

>>726957
>projecting

>> No.728055

>>727778
based

>> No.730347

good low poly like what they did in the 90s, early 2000s is peak comfy. It should make a comeback so game devs can focus more on gameplay and not muh grafix

>> No.730349

>>721132
absolute comfy

>> No.730351

>>727799
>https://youtu.be/z5El-yYNUwU
>NINTENDO

>> No.730971
File: 690 KB, 1920x1080, ss_6598ccdb35d6863af6b0964db82573b1fe0d44ee.1920x1080.jpg [View same] [iqdb] [saucenao] [google]
730971

This software just started getting updates again, and it seems promising. It uses pixel art tilesheets as a base, and you model with them. https://www.youtube.com/watch?v=vHigu0-Gl60

>> No.730994

>>730971
im not quite sure i understand, i like what im looking at in your photo but i dont understand what this program is.

>> No.730995

For low poly stuff in OP, do people texture paint it in their modeling software? Or no?

>> No.731012

>>730994
A tile-based 3D modeling tool.

>> No.731022

>>730971
Thanks for bringing this to my attention

>> No.731143

>>731012
Seems really niche despite being unique. Can you give an example where you would use this? Seems like some kind of rapid level design tool for mobile games or something of that nature. It seems genuinely fun but I just dot get the niche use for it and feel like im missing something.

>> No.731145

>>727799
https://www.youtube.com/watch?v=C1Y_d_Lhp60

>> No.731148

>>718838
you dont know how to cut corners effectively . your spending 60+ hours on nothing. dont set times, take the time you need.

>> No.731155
File: 407 KB, 2360x1812, trimsheet.jpg [View same] [iqdb] [saucenao] [google]
731155

>>731012
>>730971
What's the real use of it that you can't do elsewhere? Seems like it'd be super simple to do the same thing as you would with trim sheets. Like how you'd take a trimsheet as a plane, and then build a model out of it by extruding different parts of it. Pic related, it's just aligning loops and verts to the details on the texture and moving them around to give it depth.
Even the concept of just using a tilesheet the way this program uses it isn't difficult. If you wanted to just make things out of planes you could.

It's neat and super niche, but I'm just struggling to find a use-case that makes it worthwhile over normal 3d software. I guess it'd be easier to pick up for an absolute beginner, but this is a workflow that'd be super simple to pick up in a normal 3d program to begin with.

Is there something there to it that I just don't get or what?

>> No.731181

>>731148
i feel like you said nothing but used a lot of words to do it

>>731155
reminds me of doom 3

>> No.731300

>>727973
Based

>> No.733155

>>726612
but he said 3D, not 2D.

>> No.733161

>>730971
sprytile is a blender extension based on this software and it's free.

this software is just one workflow but it can be achieved in many other different ways

>> No.733329

>>718838
Wait are you actually telling me that if I keep at it and have enough god given talent I can eventually model one of those characters in just an hour?
I know the rest only taking just an hour is bullshit but still
It took me almost 8 total hours to make my first model and it was just a treasure chest with teeth

>> No.733335

>>733329
It's amazing how fast things can go when you actually know what the fuck you're doing.

Jokes aside, spend enough time modelling, you'll start to notice patterns in how things are constructed, learn better techniques and when to use them for the most effectiveness, and learn to "see" in the same way that an artist would be able to see something and be able to draw it. So you'd be able to break things down visually and just know how to approach modelling it. You'd be surprised how many objects are just variations on rectangles/cubes, spheres and cylinders.
Speed comes with practice and experience, but you shouldn't practice speed by itself.
No one cares how long it takes you to do a thing, unless you're in a production or you have a deadline.

>> No.733336

>>733335
This is actually very uplifting. I was disheartened by the sheer amount of time it took to do simple things and was worried that was just how it went.

>> No.733898

>>718838
dude, clearly you know shit, there is a reason why there is not a single indie game that looks like that pic, the only game that comes to my mind is dusk and it looks like absolute crap