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File: 1023 KB, 800x800, 1614217056762.gif [View same] [iqdb] [saucenao] [google]
958761 No.958761 [Reply] [Original]

Hey guys, anyone else a fan of this style?
>Low poly low res
>Flat emission lighting
>Geometry beyond simple quads & perpendicular faces

Post more if you have them. I struggle to find this stuff

>> No.958762
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>> No.958763
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>> No.958764
File: 1.40 MB, 566x720, 1694676580191379.webm [View same] [iqdb] [saucenao] [google]
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>> No.958765
File: 1.27 MB, 600x533, 1690419814264.gif [View same] [iqdb] [saucenao] [google]
958765

Also no filters

>> No.958766
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>> No.958767
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>> No.958789
File: 398 KB, 662x893, 1629111565492.png [View same] [iqdb] [saucenao] [google]
958789

>> No.958793

>>958767
That is the worst faux scanline filter I have ever seen.

>> No.958802

>>958765
Is this low poly or is it using some texture trickery to give it more detail?

>> No.958816

>>958761
stick to your containment thread, cris. nobody likes you.

>> No.958860

>>958816
cris couldn't make things like this

>> No.958861

>>958816
Stfu you fag, low poly is peak aesthetics.

>> No.958871

>>958802
the fuck do you even mean???
like, elaborate??????
it's a completely normal low poly mesh???

>> No.958874

>>958871
the twirly bits on the hair, the upper part of the legs. is that just a transparent texture or what

>> No.958876

>>958874
oh, that's what you meant. ye, texture with transparency.

>> No.959188

>>958761
I love this style

>> No.959228

Please post wireframe for this style. I can't get the face right unlike the body

>> No.959240

>>959228
pretty sure the face is all in the texturing

>> No.959274

>>958802
....
Both?

>> No.959308

https://www.youtube.com/watch?v=FMB6H6ERbIg
https://www.youtube.com/watch?v=fA8c1heR2-s

https://www.blockbench.net/

>> No.959448

https://www.youtube.com/watch?v=xstZpG6YbzA

>> No.959471
File: 181 KB, 1920x1080, I_YBv_.png [View same] [iqdb] [saucenao] [google]
959471

https://arthur-vyater.itch.io/delta-gal

>> No.959472

>>958766
>>958767
I want MML3 so bad bros. It hurts.
>>958763
What's this from?

>> No.959536

>>959471
I played the demo about a year or two ago, there is something new?

>> No.959610

the real heavy lifting is the textures here, not the model

>> No.959815
File: 69 KB, 640x480, 1679040644725984.jpg [View same] [iqdb] [saucenao] [google]
959815

how to get good at making textures

>> No.959825

>>958761
>low poly jiggle physics
SEXOOO
SEEEEEEEEEEEXXXXOOOOO
PLAP PLAP PLAP PLAP PLAP PLAP PLAP PLAP PLAP PLAP PLAP PLAP PLAP
GET PREGNANT GET PREGNANT GET PREGNANT GET PREGNANT GET PREGNANT GET PREGNANT GET PREGNANT

>> No.959890
File: 249 KB, 1168x621, F-18.png [View same] [iqdb] [saucenao] [google]
959890

>>959308
This past week I started using Blockbench during my downtime at work. This is the best model I have made so far.

>> No.959894
File: 3.59 MB, 960x540, Builds 2023.09.08 - 23.25.41.02.webm [View same] [iqdb] [saucenao] [google]
959894

i know /v/ will not care but i was doing my game inspired by megaman legends graphics.

>> No.959992

>>959894
How are you doing the terrain? I love that angular look.

>> No.959994

>>959992
with love and passion, basically marching cubes

>> No.959995

>>959994
>marching cubes
Ah, it has an actual name. Thank you!

>> No.960028

>>959890
>>959890
Looks pretty cool anon.
Now make a cute anime girl to pilot it

>>959894
Nice.
Now please tell me it's not a "Minecraft, but with more detail" thing

>> No.960034

>>959894
Looks Dope anon, what I don't like much is the cubes when you dig, it's too derivative and doesn't fit the style

>> No.960035

>>959890
Nice, I agree with >>960028
Make animu waifus

>> No.960046

>>960028
>>960035
is cunnycraft

>> No.960053

>>958761
I like low poly models and fuck it's really easy and a timer saver to make them but I prefer higher polycounts. I aim for about 15k triangles for body + head naked.

>> No.960115

>>958764
holy shit, vlad?

>> No.960125

>>960053
Mid-poly is just better.

>> No.960138

>>960053
>>960125
It's just a matter of preference, I think that low poly has more charm, also I am not sure about the time, I can make mid poly models really quickly, even quicker than models with lower poly because it's easier to make a siluette that works and is readable

>> No.960191

>>958762
how to do you achieve this look, the little square dots n all makin it look 2d but 3d at the same time type thing, how do you add that to a 3d model / a render?

>> No.960192

>>960191
I've never tried it, but I guess it should be pretty easy in a shader.
You could specify that colors (or values) in a certain range should be achieved by dithering, and determine the dither colors based on screen-space coordinates accessed in the fragment shader. For alternate effects you could dither in uv space or in world space based on the normal, etc. etc.

>> No.960198

>>958761
Is good style, I like

>> No.960201
File: 2 KB, 320x160, 4.png [View same] [iqdb] [saucenao] [google]
960201

>>960191
The pattern itself is called dithering or ordered dithering when it's in a checkerboard pattern. The way it's used in the image above is similar to how Super FX titles like Star Fox used dithering as an early way of giving faces lighting without going over the color count. although in this case it's used for faux 3D transparency rather than color. I use dithering in a lot of my pixel art work, picrel only uses 3 colors. I've found for flat textures places like https://doodad.dev/dither-me-this/
work pretty well. >>960192 might have a better answer for making the render work similarly to the SNES.

>> No.960527
File: 179 KB, 750x750, 1694664831886442.jpg [View same] [iqdb] [saucenao] [google]
960527

>>958761
>>958765
>>958789
I love this style. it's not the style I'm doing but I'd let you convince me otherwise if you want to take a commission. I'll pay no matter if I end up using it or not obviously.
>>959471
release date when?!

>> No.960814

>>958761
>struggle
It's not crazy hard to find. Art sites are cluttered with them and there's a new low poly game that comes out every few months. Is this just some autist thread that I should avoid?

>> No.960988

>>960814
>It's not crazy hard to find.
Post them!

>> No.961109

If anyone has any resources in order to get into low-poly could you share it? I'm only interested learning low poly stuff but I guess i'm not looking in the right places. Thanks for anything.

>> No.961110
File: 150 KB, 1089x658, HindScreenshot.png [View same] [iqdb] [saucenao] [google]
961110

>>961109
I recommend Blockbench (https://www.blockbench.net/)), but I am not expert. I made >>959890 and pic related for a game I am trying to make that is pretty much a StarFox clone set during the 1st Gulf War.

>> No.961115

>>961110
Hey man thanks and those look pretty good! I definitely aspire to do stuff like that but we will see i guess.

>> No.961147

>>958761
@lordstingray on instagram does an insane job of creating animations in this style

>> No.961195

>>958763
kino

>> No.961196

>>958789
im an r tard can someone post wireframes of this style? I'm not sure how to model the heads and hair. actually I've looked for tutorials for modeling "megaman legends style" but can't find anything or any artists really

>> No.961199 [DELETED] 

>>>/vg/450068460
Artificial Academy 2 General /aa2g/ #1295
Sweater Puppies Edition

Welcome, this general is for the discussion of ILLUSION's Artificial Academy 2.

COPY ERROR MESSAGES WITH CTRL+C, PASTE THEM WITH CTRL+V INTO GOOGLE TRANSLATE. JUST CLICK THE WINDOW AND PRESS CTRL + C, IT WORKS.

>Downloads:
/aa2g/ Pre-Installed Game, AA2Mini: https://tsukiyo.me/AAA/AA2MiniPPX.xml
AAUnlimited updates: https://github.com/aa2g/AA2Unlimited/releases

>Information:
AA2Mini Install Guide:
https://docs.google.com/document/d/e/2PACX-1vS8Ap6CrmSNXRsKG9jsIMqHYuHM3Cfs5qE5nX6iIgfzLlcWnmiwzmOrp27ytEMX03lFNRR7U5UXJalA/pub
General FAQ:
https://web.archive.org/web/20200216045726/https://pastebin.com/bhrA6iGx
AAU Guide and Resources (Modules, Tans, Props, Poses, and More):
https://docs.google.com/spreadsheets/d/17qb1X0oOdMKU4OIDp8AfFdLtl5y_4jeOOQfPQ2F-PKQ/edit#gid=0

>Character Cards [Database], now with a list of every NonOC in the megas:
https://docs.google.com/spreadsheets/d/1niC6g-Xd2a2yaY98NBFdAXnURi4ly2-lKty69rkQbJ0/edit#gid=2085826690
https://db.bepis.moe/aa2/

>Mods & More:
Mods for AAU/AA2Mini (ppx format, the mediafire has everything):
https://www.mediafire.com/folder/vwrmdohus4vhh/Mods
/aa2g/ Modding Reference Guide (Slot lists for Hair/Clothes/Faces, List Guides, and More):
https://docs.google.com/spreadsheets/d/1gwmoVpKuSuF0PtEPLEB17eK_dexPaKU106ShZEpBLhg/edit#gid=1751233129
Booru: https://aau.booru.org

>HELP! I have a Nvidia card and my game crashes on startup!
Try the dgVoodoo option in the new win10fix settings.
Alternative: Update your AAU and see if it happens again. If so, disable win10fix, enable wined3d and software vertex processing.
>HELP! Required Windows 11 update broke things!
winkey+R -> ms-settings:developers -> Terminal=Windows Console Host

Previous Thread:
>>>/vg/449160740

>> No.961208 [DELETED] 

>>>/vg/450068460
Artificial Academy 2 General /aa2g/ #1295
Sweater Puppies Edition

Welcome, this general is for the discussion of ILLUSION's Artificial Academy 2.

COPY ERROR MESSAGES WITH CTRL+C, PASTE THEM WITH CTRL+V INTO GOOGLE TRANSLATE. JUST CLICK THE WINDOW AND PRESS CTRL + C, IT WORKS.

>Downloads:
/aa2g/ Pre-Installed Game, AA2Mini: https://tsukiyo.me/AAA/AA2MiniPPX.xml
AAUnlimited updates: https://github.com/aa2g/AA2Unlimited/releases

>Information:
AA2Mini Install Guide:
https://docs.google.com/document/d/e/2PACX-1vS8Ap6CrmSNXRsKG9jsIMqHYuHM3Cfs5qE5nX6iIgfzLlcWnmiwzmOrp27ytEMX03lFNRR7U5UXJalA/pub
General FAQ:
https://web.archive.org/web/20200216045726/https://pastebin.com/bhrA6iGx
AAU Guide and Resources (Modules, Tans, Props, Poses, and More):
https://docs.google.com/spreadsheets/d/17qb1X0oOdMKU4OIDp8AfFdLtl5y_4jeOOQfPQ2F-PKQ/edit#gid=0

>Character Cards [Database], now with a list of every NonOC in the megas:
https://docs.google.com/spreadsheets/d/1niC6g-Xd2a2yaY98NBFdAXnURi4ly2-lKty69rkQbJ0/edit#gid=2085826690
https://db.bepis.moe/aa2/

>Mods & More:
Mods for AAU/AA2Mini (ppx format, the mediafire has everything):
https://www.mediafire.com/folder/vwrmdohus4vhh/Mods
/aa2g/ Modding Reference Guide (Slot lists for Hair/Clothes/Faces, List Guides, and More):
https://docs.google.com/spreadsheets/d/1gwmoVpKuSuF0PtEPLEB17eK_dexPaKU106ShZEpBLhg/edit#gid=1751233129
Booru: https://aau.booru.org

>HELP! I have a Nvidia card and my game crashes on startup!
Try the dgVoodoo option in the new win10fix settings.
Alternative: Update your AAU and see if it happens again. If so, disable win10fix, enable wined3d and software vertex processing.
>HELP! Required Windows 11 update broke things!
winkey+R -> ms-settings:developers -> Terminal=Windows Console Host

Previous Thread:
>>>/vg/449160740

>> No.961213

>>961208
very cool dude nice post

>> No.961223
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>> No.961226
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>> No.961227
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>> No.961229
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>> No.961231
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>> No.961232
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>> No.961234
File: 3.43 MB, 720x720, vending_machine_by_henryLutece.webm [View same] [iqdb] [saucenao] [google]
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>> No.961239

>>961109
Blockbench(Free) and Crocotile(Not free) are both good, easy to pick up options, especially when it comes to texturing. There is also an option of using Aseprite + Blender + plugin that connects the two called Pribambase (allows you to draw textures in aseprite and autoupdate them in blender in realtime, project UVs to aseprite, etc). While its not as convenient as using a single program and requires a bit of setup, the benefits of having both blender's and aseprite's features definetely make up for it.

if you decide to give it a go, these 2 vids will get you started with the tools:
https://youtu.be/RQVAUaSUP-k?si=Mdi4VzNpNtjKuyNz

https://www.youtube.com/watch?v=70wyQhKyxFw

and here's a little collection of various resources related to the style:
https://github.com/recatek/polypixel-wiki/wiki

>> No.961240

>>961196
You can download the models here

https://www.models-resource.com/playstation/megamanlegends2/
https://www.models-resource.com/playstation/megamanlegends/

>> No.961299

>all these kino models
>no textures and UVs

>> No.961302

>>958763
Is it even possible to render stuff like this in Blender?

>> No.961329

>>961302
Yeah, why wouldnt it be? Plenty of people make cool PS1-looking stuff in blender.
>>959472
>>958763
The name is "Fermata on the pithos" btw. Its a videogame in development. Or more like it was in development, because the dev stopped posting stuff a while back

https://www.youtube.com/watch?v=1_Rz4ha9EKA
https://twitter.com/kyu_fu/media

>> No.961400

>>958761
source on this?

>> No.961465

>>961240
this is awesome ty!

>> No.961471

What artstyles are laying between the low poly and high poly? I desperatly need inspo to find my artstyle and it's an emergency

>> No.961490

2006

>> No.961492
File: 407 KB, 429x429, Ice cream thing.gif [View same] [iqdb] [saucenao] [google]
961492

>>958761
I make this type of stuff!

>> No.961500

>>961471
PS2's blend of detailed(but not high poly) characters and low poly environments maybe?

>> No.961532

>>961492
Very cute

>> No.961601

>>961109
Hexagreat3D and its successor, 3DAce, and other things related to Mikumiku Dance.

>> No.961602

>>960988
>>960527
>Zero replies
Aaaaaahhhhh

>> No.961621
File: 391 KB, 256x256, Gameboy @modernmodron.webm [View same] [iqdb] [saucenao] [google]
961621

>>958761
Try #picoCAD on twitter.

>> No.961622
File: 446 KB, 830x720, Hocu lowpoly.png [View same] [iqdb] [saucenao] [google]
961622

>>958761

>> No.961623
File: 488 KB, 1267x713, hocushop05.jpg [View same] [iqdb] [saucenao] [google]
961623

>>961622

>> No.961633

>>961623
That gray shadow looks so bad. What a way to ruin a good model with bad lighting.

>> No.961647
File: 2.95 MB, 1236x922, CloudOnBike.gif [View same] [iqdb] [saucenao] [google]
961647

Has BlockBench ever been used for anything outside of Minecraft or would it be better to just use Blender for these kinds of models? Complete /beg/ newfag, I made this Cloud in Blender and the motorcycle in BlockBench and the bike was infinitely easier

>> No.961671
File: 935 KB, 1906x826, BikeOnStreet-1.png [View same] [iqdb] [saucenao] [google]
961671

>>961647
Nice I just finished pic related all in BlockBench.

>> No.961672
File: 202 KB, 1080x1350, wackyblocks_treeisland.jpg [View same] [iqdb] [saucenao] [google]
961672

>>961647
Yeah, people absolutely do make things other than MC models in blockbench. See picrel. But If you're talkin about using said models for games, then i doubt many people use blockbench.

Using either is fine. Blockbench was literally built for this style, so its naturally easier to get into, but modeling lowpoly doesn't require much technical skills, so with some practice blender will be just as easy to handle as blockbench. Blender however does come with more tools you might wanna use later (material editor, compositing, more in-depth rigging and animation tools, etc).

if you feel like you'll just be making your lil models with handpainted textures and simple animations for them, then blockbench will do just fine, otherwise i'd stick with blender.

>> No.961687
File: 2.80 MB, 964x890, JeanGunner_byValo.webm [View same] [iqdb] [saucenao] [google]
961687

The Blockbench Discord is very active, lots of models posted every day. The blocky Minecraft style can be a bit hit or miss for me, I prefer more of a solid mesh, but there are people good at both styles. The Crocotile Discord is less active but there are good artists there too.

>> No.961701

>>961687
>Discord
Go back

>> No.961705

>>958761
Shes super cute, wish i could 3d like this. Albeit ill need something more complex as my bigger dream is making a certain type of 3d game and this just wont do for what i dream of.

>> No.961706

>>959894
Lel funny seeing you here anon from the aggies

>> No.961901

>>958765
Source?

>> No.962016
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>> No.962017
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>>961901
Ive seen it before too but lost the source.

>> No.962066

>>958761
This is literally 90% of the mesh from mega man legend's roll and/or tronne. This is essentially a reskin, likely view paintover. You guys worship the lowest common denominators.

>> No.962070
File: 216 KB, 936x1154, bestartplatform2023.jpg [View same] [iqdb] [saucenao] [google]
962070

>>961901
It's by Valo, the same guy that did the one I posted here >>961687

>> No.962084

>>962066
No? Same style as MML but the mesh is completely different, the girl in the OP has actual thighs for one

>> No.962163

>>961225
this is great

>> No.962169

>>962070
Any idea what kind of texture res is he working on for that mode? And does he texture in blockbench or in aceprite or something else?

>> No.962180

>>958761
I LOVE this style

>> No.962181
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>> No.962262
File: 136 KB, 1523x1098, Valo_process.jpg [View same] [iqdb] [saucenao] [google]
962262

>>962169
Looks like 256x256 and he paints on the model in Blockbench for the most part. Also sounds like the UV process is no better than Crocotile. Crocotile has been fun as a total 3D noob but I get burnt out fiddling with UVs. Going to have to try Blender next I guess.

>> No.962264

>>962262
what do you need to learn in Blender?

>> No.962266

Got a question, hope I don't come off as a retard ,but what program should I start with if I want to make anime,toons,low poly,and stuff like that, I have no interest in realistic at all. The main two I heard were Zbrush and Blender.

>> No.962267

>>962266
Blender will have everything you need as a beginner, even the sculpting is decent.

>> No.962268

>>962264
Everything. I never really tried it. I don't know what I don't know. But I get the sense that there are more UV tools - various projection options, and UV mapping plugins to automate the process. Might also be nice to experiment with bashing meshes together and/or sculpting, not worrying at all about mesh integrity, just focusing on design. Then retopo to a clean mesh. Then worry about getting a pixel perfect texture.
Though I guess with the pixel art texture style there might always be some level of fidgeting with UVs by hand. One guy's Blender process: https://sketchfab.com/blogs/community/art-spotlight-low-fi-spider-tank/

>> No.962269

>>962267
Thanks,I guess in the long run Blender would be the better option in case I also wanted to learn animation which Blender can also do right?

>> No.962281

>>962269
Yep, which Zbrush can't do at all

>> No.962285

>>962268
>https://sketchfab.com/blogs/community/art-spotlight-low-fi-spider-tank/
wow this is great

I am one of those people who are stuck in tutorial hell, I know a lot of things but I hardly do anything.
If you would like to learn something specific tell me, and maybe I can explain it to you.
I think that for low poly models it is better to order the UVs manually.

>> No.962286

>>962266
yeah Blender is the way

>> No.962287
File: 27 KB, 1902x1040, Bevan_McKechnie_original_texture.png [View same] [iqdb] [saucenao] [google]
962287

complete pixel art image

>> No.962288
File: 124 KB, 1024x1024, Bevan_McKechnie_txt_1024.jpg [View same] [iqdb] [saucenao] [google]
962288

1024 x 1014
testing texture

>> No.962293
File: 36 KB, 1168x710, image6.png [View same] [iqdb] [saucenao] [google]
962293

The models are super easy

>> No.962296
File: 123 KB, 1779x872, ortoView.png [View same] [iqdb] [saucenao] [google]
962296

>> No.962299 [DELETED] 

>>958761
>>958764
>>958765
>>958789
>>959471
>>960527
>>961224
>>961225
>>961234
>>961492
>>961622
>>961621
>>961623
>>962016
>>962017
>>962070
>>962182
>>962248
>>962249
tranny shit

>> No.962305

>>961492
Here's more.
By the way, I'm fairly new to 3D modelling in general and I use Blockbench, does anyone have any tips, tricks and whatnot? Thanks. :)

>> No.962306
File: 70 KB, 700x700, urierkl.png [View same] [iqdb] [saucenao] [google]
962306

>>962305
Forgot the picture lol

>> No.962309

>>961492
It's supposed to be a slime right?
Kinda looks like a rice mound with a sherry on top,still cute, personally just started a few days ago with Blender since now I have way too much free time and nothing much to do with it.

>> No.962310
File: 804 KB, 400x500, 1406838534264.gif [View same] [iqdb] [saucenao] [google]
962310

>> No.962312

Is there any video on making low poly model?

>> No.962314

>>962312
https://youtu.be/1jHUY3qoBu8?si=rLVcdWQY9U46tgHo

Check this guy

>> No.962330

>>961223
it's like adding decals to a model kit really nice

>> No.962331

>>962247
this is a thousand times better than the cocomelon looking slop that was released

>> No.962333

>>962017
how would u do the arms? just transparent texture?

>> No.962334

>>962249
theres no way this is 3d. riight?

>> No.962351
File: 1.62 MB, 1024x2048, 1430520530269.png [View same] [iqdb] [saucenao] [google]
962351

>>962334
I don't know anon, but I don't think is that hard to do a 3d render like that. You only need those flat shaders.

>> No.962352
File: 49 KB, 816x613, Andrei_Mishani_spiderRobot.jpg [View same] [iqdb] [saucenao] [google]
962352

>> No.962353

>>962351
NONE of those look remotely like the picture.

>> No.962356

>>962353
are you stupid, the only difference is the number of polygons.

>> No.962357

>>962334
Looking at the legs/soles, I could believe it, but I have some doubts it would qualify for this thread if we got a wireframe.

>> No.962358
File: 1.09 MB, 500x500, bedeacf456999a49c4431dafe778cf47.gif [View same] [iqdb] [saucenao] [google]
962358

>>962353
you must be stupid, it took me 2 second to find the source.

>> No.962360
File: 1.11 MB, 500x500, a395648770b307cc06c92a834ac502d1.gif [View same] [iqdb] [saucenao] [google]
962360

>> No.962362

>>962358
>>962360
>black
slut

>> No.962363
File: 1.97 MB, 333x457, 48d9a5dcba96e84662f6992181fbeadd.gif [View same] [iqdb] [saucenao] [google]
962363

>>962362
What about you? Do you have a kind of degenerate tourretes?

>> No.962364

>>962358
>>962360
okay so its 3d, but ii dont see an obj or other file.

>> No.962365

>>962364
so fucking what?

>> No.962381

>>962363
Yes I do, and I will appreciate if you don't make fun of me because of it, asshole

>> No.962382

>>962365
You never can be sure in this days, sorry for not trusting your words, but this is the internet, you can be lying.

>> No.962391

>>962351
>pic
Ah, now this hits the spot. It does a fantastic job at capturing the past.

>> No.962393

>>961226
>>961227
>>961229
>>961231
>>961232
>>961234
what is this style called, how do i get started doing stuff like this. especially rts buildings

>> No.962394

>>962393
Just treat textures the same way you would treat pixel art.

>> No.962396

After starting Blender like a week ago and already feeling some fatigue from it, seeing posts like this really motivate me to keep going and push through to get better

>> No.962397

>>962396
A week is only 168 hours of possible time, even pulling a few all-nighters is a long way from 10,000. Don't worry about it too much, just have fun.

>> No.962398

>>962391
>>962393
>>962394
>>962396
>>962397
YSK that products which have 666 in the barcode number are made much better than the other products. Theyre healthier, and they taste much better. The packaging also contains depictions of religious symbolism. I suggest you go verify this fact for yourself, if you want to be caught up to speed on the state of our hellish existence.

>> No.962406

>>962393
The models are just low poly
And then they use super small textures.

>> No.962430
File: 155 KB, 1000x1000, 1681052254637724.png [View same] [iqdb] [saucenao] [google]
962430

I'm working on a character in this style right now. Just gotta rig it.

>> No.962472
File: 48 KB, 650x488, _1008054.jpg [View same] [iqdb] [saucenao] [google]
962472

how do i make sovl like pic related in a bidya with no ray tracing?

>> No.962473

>>962430
Well if you're character is gonna look any ware as close to your pick I hope it goes well and you post it when it's done.

>> No.962475

working on a character atm just need to mirror, add texture and shaders

>> No.962476
File: 120 KB, 1305x768, WIP.jpg [View same] [iqdb] [saucenao] [google]
962476

shit

>> No.962483
File: 250 B, 64x64, 64x64test.png [View same] [iqdb] [saucenao] [google]
962483

testing

>> No.962487
File: 3.84 MB, 480x269, death.gif [View same] [iqdb] [saucenao] [google]
962487

>>962472
>How do I render this raytraced image without raytracing.

>> No.962488

>>962358
>>962360
I remember seeing a version of this Roll but more low poly but I don't know where.

>> No.962491

>>962430
tot

>> No.962505

>>962476
source for this reference?

>> No.962520
File: 59 KB, 736x552, 6heads (736×552).jpg [View same] [iqdb] [saucenao] [google]
962520

>>962505

>> No.962528

>>962473
Are you confused? The pic I posted is the 3D model I made.

>> No.962557

>>958789
>>958761
what is this actual model from, how did you get a screencap of it in (blender)? if I lookup either image the most info I can find is a random dude who posted the bowing gif years ago and has deserted twitter.

>> No.962570
File: 64 KB, 1264x572, jameswilddev_Austin Healey Sprite Mk 2, ChoroQ style.jpg [View same] [iqdb] [saucenao] [google]
962570

>> No.962571
File: 119 KB, 2000x962, jameswilddev_Rough approximation of a 1920s UK policewoman.jpg [View same] [iqdb] [saucenao] [google]
962571

>> No.962575
File: 109 KB, 900x1150, ringo_from_air_gear_by_laperen-d3lp1lg.jpg [View same] [iqdb] [saucenao] [google]
962575

>> No.962576
File: 3.22 MB, 560x360, zdfFhtW.gif [View same] [iqdb] [saucenao] [google]
962576

>> No.962589
File: 138 KB, 720x720, 1694105607590525.png [View same] [iqdb] [saucenao] [google]
962589

really wanna achieve this style. anyone got any good tutorials? all i can find is western style crap from grifters like grant abbit

>> No.962591

>>962589
it takes a very high iq to do 256

>> No.962595

>>962589
If you have it in you that image right there should serve as your tutorial anon. It's so barebone you can see exactly how it's made just by using your very own mk.1's.

>> No.962602

>>962589
Once you're done with the modelling, do exactly what's being pointed out in this
https://www.youtube.com/watch?v=yhGjCzxJV3E&ab_channel=GDC

>> No.962603

>>962589
the guy who made that model has a post with some tips
https://twitter.com/leedoppo/status/1391114534740369408

>> No.962605

Does anyone know any good sites for Low poly free models that i can put into cute renders?

>> No.962606

>>962605
this guy makes free game assets, including lowpoly 3d models with simple flat shading: https://kenney.nl/assets
Here you can get models from a lot of old games: https://www.models-resource.com/

>> No.962607

>>962606
Thank you very much!

>> No.962638

>>962589
Just fucking paint retard. That's all low poly characters come down to, the texture work. No special 3D tutorial is going to teach you how to do that.

>> No.962643

>>962589
What do you want to learn?
Do you already know how to make low poly models?

Do you know about UVs and textures?

>> No.962650

>>962638
Modelling something with a hard limit of 256 tris is a lot more nuanced than "just fucking paint retard". I'd suggest you educate yourself before giving advice in future.

>> No.962658

>>962650
You are retarded, it is literally that easy. I don't know why you are so fucking stupid.

>> No.962659

>>962658
Sorry but is not true, just paint everything is ok for a static mesh,
For a character as low poly as 256 tris you are forgetting the siluette, which is not as simple with that small amount of tris, also deformations, I have worked with a lot of modelers, and their low poly shirt sucks, because of deformations, you can try to make something like Megan legends, with separate meshes, but this usually consumes more polygons than a single mesh.
Anons usually say that low poly is simple, but they end up doing boxes with more tris than a mid poly character

>> No.962699
File: 1.63 MB, 512x512, tumblr_navr1obU1g1tcqqyjo1_1280.gif [View same] [iqdb] [saucenao] [google]
962699

>> No.962700
File: 1.33 MB, 744x575, XS4fn5K.gif [View same] [iqdb] [saucenao] [google]
962700

>> No.962701
File: 696 KB, 476x219, tumblr_nbr3pyMn5t1tfir0mo1_500.gif [View same] [iqdb] [saucenao] [google]
962701

>> No.962712

>>959894
I want to play that game
Is there somewhere where i can follow you?

>> No.962713
File: 1.10 MB, 1280x1080, farm1.png [View same] [iqdb] [saucenao] [google]
962713

>> No.962731
File: 648 KB, 950x1080, 0001-0250.webm [View same] [iqdb] [saucenao] [google]
962731

this is actually something of a specialty of mine and what Idecided to do for my animation pilot.

I dunno how long getting to the finish line will take, but figuring out how the main character works has been the leap forward to finishing things.

>> No.962732
File: 146 KB, 567x834, blender_LGB45GuA1i.png [View same] [iqdb] [saucenao] [google]
962732

Also this because I know someone will be curious about what's under the hair.

>> No.962752

>>962731
Why the mario face?

>> No.962768

>>962752
what do you mean 'mario face'? I don't get what that means.

>> No.962769

>>962768
Her mouth looks like mario's mustache

>> No.962785
File: 7 KB, 213x227, wym.jpg [View same] [iqdb] [saucenao] [google]
962785

>>962769
what do you mean?

>> No.962786
File: 875 KB, 560x360, xJrhcj0.gif [View same] [iqdb] [saucenao] [google]
962786

>> No.962787
File: 67 KB, 1280x827, mario.large.jpg [View same] [iqdb] [saucenao] [google]
962787

>>962785
It's not really clear that it is a mouth due to the shape, from front on it's so thin and lacking detail that it could be anything, but it looks more like a mustache than a mouth.

>> No.962790

>>962787
I have no idea how you could read it as a mustache when there is literally nothing to define a nose being further down.

>> No.962791

>>962790
The shape is the problem, not where it is, it looks like something is blocking where the mouth should be

>> No.962822

Low poly is an /ic/ specialty not a /3/ specialty.

>> No.962833

>>962785
You need to rework that face man

>> No.962842
File: 106 KB, 635x583, blender_2x1jNRBpwB.png [View same] [iqdb] [saucenao] [google]
962842

>>962833
good job idiot, you made her sad!

>> No.962845
File: 98 KB, 202x216, kek.png [View same] [iqdb] [saucenao] [google]
962845

>>962842

>> No.962848

>>962842
Now I am sad too

>> No.962860
File: 57 KB, 643x608, swat.png [View same] [iqdb] [saucenao] [google]
962860

>> No.962879
File: 234 KB, 403x465, immagine_2023-11-01_214139123.png [View same] [iqdb] [saucenao] [google]
962879

Just finished this model, I'd really appreciate some feedback. :)

>> No.962884
File: 1.93 MB, 1080x1080, Ink23 - 25.gif [View same] [iqdb] [saucenao] [google]
962884

>>962589
I've tried it, but theres so much I don't know yet like lighting

>> No.962887

>>962884
looks pretty cool
there is an option in blender to have shade-less materials.

>> No.962888

>>962879
Why are his teeth yellow

>> No.962890

>>962888
No particular reason other than contrast with the pale skin. Do you think I should make them whiter?

>> No.962891

>>962890
Make his clothes and body dirtier then make the teeth grosser lol

>> No.962931
File: 23 KB, 566x256, bu3wzf.png [View same] [iqdb] [saucenao] [google]
962931

>>962887
That was easy, thanks

>> No.962938
File: 2.55 MB, 1920x1080, thomas__low_poly_ (1).png [View same] [iqdb] [saucenao] [google]
962938

>>962891
It's certainly an interesting suggestion lol but I don't think that's the case

>> No.962992

Where do I start at low-poly modeling? I heard Blockbench is solid option. Any good tutorials/materials to learn? And if any knows, how much money can you get from models comissions?

>> No.963002

>>959894
I dont like the cube reticle, I like how minecraft does it more without one
And the pickup distance on the blocks should probably be bigger, would get annoying to have to collect every single one by running through it instead of collecting them from a distance

>> No.963003
File: 69 KB, 386x521, mouseStill.png [View same] [iqdb] [saucenao] [google]
963003

Blockbench is fun for beginners like me

>>961647
You can export Blockbench models to use them in Blender, so you can model in the easier software and use Blender for rendering and special effects

>> No.963004

>>962358
>>962360
Holy shit why dont games look like this nowadays, this shits all over the 3d megaman games

>> No.963026

>>962992
Who the fuck is shilling Blockbench for low poly models? Any 3D modelling software can do it. I used to use Wings3D and that felt especially intuitive.

>> No.963289

>>962358
>>962360
im gonna fucking cum

>> No.963329
File: 1.30 MB, 2000x2000, Strega-pose.webm [View same] [iqdb] [saucenao] [google]
963329

>> No.963340

>>963329
Looks better anon

>> No.963358

>>963329
yes! this looks pretty cool anon!

>> No.963433
File: 1.80 MB, 3840x1237, morrigan.png [View same] [iqdb] [saucenao] [google]
963433

>>958761
Its what I'm trying to learn since my computer can't handle high end stuff. Takes a good 6 or more hours to render anything with Arnold if it doesn't crash while I'm trying to place the lights.

>> No.963441

>>963433
And also low poly has more SoVl

>> No.963442
File: 3.10 MB, 2560x1440, 1687997226982732.png [View same] [iqdb] [saucenao] [google]
963442

Anyone got low poly level examples? For example this is from MGS1, and im wondering if the lighting here is all textures or if its vertex color?

>> No.963444
File: 907 KB, 2057x1440, 1687987569491375.jpg [View same] [iqdb] [saucenao] [google]
963444

>>963442

>> No.963522
File: 122 KB, 1280x1080, fumo creation.png [View same] [iqdb] [saucenao] [google]
963522

I love fumo

>> No.963566

>>962731
>>962732
How do you unwrap an organic model like this AND keep the pixels relatively aligned/scaled?

>> No.963567

>>963442
>>963444
definitely a mix of drawn in shadow and light like the litwalls on the second pic and vertex lighting like the gradient light and color falloff on the bridge on the 1st pic

>> No.963716
File: 19 KB, 384x384, Strega-body-tex.png [View same] [iqdb] [saucenao] [google]
963716

>>963566
truth be told I kinda didn't. it's actually got alot of areas that aren't totally matched texel wise, but with how I disguised the seams it doesn't really matter that much.
There's not really an easy way to keep the density in certain spots, such as the shoulder and back ended up much lower resolution, the legs and hands ended up higher, etc.

For the most part she's a mess, even if the UVs are very clean.
(she's split into multiple textures and I still have space on this one to add some extras to her.)

>> No.963810
File: 384 KB, 169x659, testwalk.gif [View same] [iqdb] [saucenao] [google]
963810

A very evil woman for a Quake mod that I should really get back to working on.

>> No.963811
File: 441 KB, 932x512, qgirl text.jpg [View same] [iqdb] [saucenao] [google]
963811

>>963810
Optional idle pose + palettized texture (originally 256^2, doubled for post visibility).

>> No.963812

>>963811
mostly works but that face makes her look like max payne with a boob job. could also use some thumbs if you can spare the tris

>> No.963813
File: 41 KB, 811x778, qgirl skin2.jpg [View same] [iqdb] [saucenao] [google]
963813

>>963812
>that face makes her look like max payne with a boob job
That's... certainly an interesting comparison. I can't say I really see it.
She is meant to look a bit uncanny though. Here's an alternate skin.
>could also use some thumbs if you can spare the tris
I'm not really close to hitting a hard triangle limit, but she's already arguably too detailed for Quake and nothing else in the game has thumbs.

>> No.963841

>>963813
>>963811
>>963810
Looks good Anon, but I agree with the other anon about the face, her eyes are too close to each other

>> No.963881

>>963567
I've been trying to find videos of anyone going through the workflow of this but there is literally fuck all. I found done video of a guy who made a small cliff area using this style and who showed how SH used tile sets to do it. Not sure how anyone can learn it without a lot of hours of experimentation and your own understanding of modeling to get to this point, its becoming a lost art...

>> No.963942

>>963881
it's 90% just drawing or baking textures

>> No.963950
File: 122 KB, 689x633, 3dcunny.jpg [View same] [iqdb] [saucenao] [google]
963950

>>962182
show 3D cunny pls

>> No.963983

>>962299
Great comment

>> No.964095
File: 2.61 MB, 1000x1000, 1675175641057402.webm [View same] [iqdb] [saucenao] [google]
964095

Just got this done, I'll post the wireframe in the next post. If any anons have questions, feel free to ask and I'll reply. This low poly style isn't all that hard to pull off. Just gotta be comfortable with texture painting within Blender/Substance Painter and moving verts around.

>> No.964098
File: 541 KB, 1000x1000, 1675019488053189.png [View same] [iqdb] [saucenao] [google]
964098

>>964095

>> No.964099

>>964098
>>964095
(T0T), great job!

>> No.964107

>>964095
>Just gotta be comfortable with texture painting within Blender/Substance Painter and moving verts around.
Can you give some tips on using blender's texture painter for this kind of thing and how you generally go about it? Did you do the entire thing in those 3D painters and did you need to manually edit the UVs or did Unwrap do most of the work?

>> No.964121

>>959825
least porn-addicted 4cucker:

>> No.964129

>>964099
Thanks!
>>964107
>Can you give some tips on using blender's texture painter for this kind of thing
Sure. So going into these sorts of models, I always try to conserve as much UV space as possible for the most important elements of the character. This means doing two things:

1. Mirroring whatever I can
2. Having a palette somewhere on the texture map so I can map islands that are a single color (benefits of going with a toon/anime style)

I was a bit lazy with Zakuro because of how simple her design is so I didn't do too much of the latter but this is what the process looks like. The texture in pic related illustrates the idea pretty decently.

With the UV mapping in particular, what I do is I mark seams as usual. Then, using UVPackmaster2, pack all of my islands with a decent amount of margin. I do this in order to make sure the islands aren't overlapping with one another if I were to use the fill/brush tools.
With the result I'm given, I then go in and manually scale the UV islands up or down to denote which areas of the character are more important than others. I then pack one more time for the final result.

I don't do anything special to make sure the UV map is pixel perfect or pixel aligned as the slight distortion you get by doing it normally really isn't a huge deal. Most people won't notice.
(1/2)

>Did you do the entire thing in those 3D painters
Yes except for the eye area and the stripes on her stockings. Was way quicker to do those in Photoshop.

>> No.964130
File: 22 KB, 512x512, 1680578651464869.png [View same] [iqdb] [saucenao] [google]
964130

>>964129
>>964107
Whoops. Forgot to add the texture map.

>> No.964134
File: 437 KB, 1741x829, 1671348626442241.png [View same] [iqdb] [saucenao] [google]
964134

>>964129
>>964107
Some general texture painting tips for pixel art as I hadn't done this prior to August. There's probably some stuff I'm forgetting so I might return to this post.
>fill tool is your best friend. use it to block in flats before going in with brush
>make sure to disable anti-aliasing on brush in texture paint mode as it's enabled by default. it's under advanced in the left window
>change brush falloff to constant
>use the color palette to quickly switch between different colors in the moment, this is a lifesaver
>the line stroke method is very handy in helping you block in shadows which you can then clean up afterwards using the default brush stroke method (space) set to erase (so the base skin color in this case). would definitely recommend giving it a shot
>if you're working with alphas like i am, you can use erase alpha to make parts of your texture map transparent

>> No.964137

is there a youtube tutorial you would recomend?

>> No.964140

>>964134
where can i follow you? you have a youtube channel or a twitter account? your work is amazing !!

>> No.964160

>>964137
Just watch timelapses. No *one* single tutorial is going to teach you everything. See how the entire process is done, understand what they're doing and most importantly why and try to do it yourself. You'll learn the most that way. Some favourites:
https://www.youtube.com/watch?v=XySBhpDxQCo
https://www.youtube.com/watch?v=61EnfAGo7Tc
https://www.youtube.com/watch?v=lZiZ1FDRTnU
>>964140
I have a Twitter but don't really use it, sorry man. I've been thinking of making a YouTube channel to make tutorials on certain techniques that don't have much info out there but haven't gotten around to it. If this thread is miraculously still up by the time I do so, I'll post a link.

>> No.964189

>>961602
they are probably back to working, anon. While at it, you could practice something.

>> No.964193
File: 2.00 MB, 960x720, 1699531188367905.webm [View same] [iqdb] [saucenao] [google]
964193

>>959825
a tradition of 4chins at this point.

>> No.964209
File: 87 KB, 333x291, 1614907105609.png [View same] [iqdb] [saucenao] [google]
964209

>>964134
>>964130
>>964129
Thanks bro, mostly use to doing all my texturing in krita so being able to stay in blender and not pull my hair out will be a great asset.

>> No.964214

>>964209
No problem :)

I think I'd lose my mind if I had to texture this traditionally in Photoshop. Being able to see my changes in real-time is too valuable.

>> No.964215

>>964214
I hear ya, even those plugins that link ps and blender still have you painting on a flat image with no real idea what it will look like.

>> No.964234

>>958761
Reminds me of when I'd jo to Roll from MM64/Legends. Something about those low poly girls

>> No.964239

>>964107
>Can you give some tips on using blender's texture painter
My advice is to completely avoid Blender for texture painting because Pablo broke the paint brush code leaving it unfixed for over five years and then fucked off to make some shitty iPad retopology app.
https://projects.blender.org/blender/blender/issues/71403#issuecomment-1062228

>> No.964240

>>964239
So that's why my mirroring was fucked up trying to do a few pixels.

>> No.964258

>>964239
>>964240
So pretty much trying to texture paint in photoshop/aseprite/csp is the way to go? Or maybe something like substance painter can work for low poly?

>> No.964267

Are there any special ways to do limb bending in sub 1k poly models, or is it pretty much same as higher poly models just in reduced fidelity?

>> No.964280
File: 245 KB, 1080x1920, __shima_rin_yurucamp_drawn_by_leedoppo__29e9da7aef23a6b421b85f3e8e59fb2e.jpg [View same] [iqdb] [saucenao] [google]
964280

>>964267

>> No.964309

>>964280
sweet thanks

>> No.964343
File: 2.15 MB, 2000x2000, Strega-pose2.webm [View same] [iqdb] [saucenao] [google]
964343

I did another pose test. I like this one alot!

>> No.964350

>>964343
>bizaare, unsettling face
>man hands with hideous fake nails
>ass looks like it has negative volume
What kind of eldritch horror is this supposed to be?

>> No.964363
File: 521 KB, 2048x2048, layout.png [View same] [iqdb] [saucenao] [google]
964363

saw this thread and decided to take a crack at this style.
I have no idea how to rig the stringy bits, I might just get rid of them.

>> No.964365

>>964350
can you possibly explain or draw out what you'd change with the face?
The ass kinda just acted weird with the rig. it's not supposed to go that flat if you look up further.

>> No.964367
File: 21 KB, 600x409, malefemalefaceproportions.jpg [View same] [iqdb] [saucenao] [google]
964367

>>964365
>can you possibly explain or draw out what you'd change with the face?
Overall, it looks manly and psychopathic - even beyond whatever odd kind of stylization that's meant to be. Maybe the psychopathy is intentional, but I'm gonna assume you didn't mean to make a tranny.
Mouth shape looks outright dumb, and I have no idea what emotion that expression is meant to convey. Lips would probably look better a pixel thicker and not as long.
Nose could probably get a tiny bit closer to the mouth, and have shading and/or polygons to indicate the shape of the dorsum and curve into the bridge... Unless this is supposed to be some kind of anime character, which I'm not sure has been conveyed well in shading.
Eyes have too much white compared to the iris. Shape is also odd.
The whole head could be narrowed a bit. Pinch the neck at the top to match.

That's all varying degrees of subjective of course, but I'm being so critical because you have one of the higher-effort models/textures in this thread and there's just a lot of little things gnawing away at it and making it look like some cringe DeviantArt OC donut steel.
Might not be so helpful here since that's a pretty complete model, but I find it useful to envision a character in a more realistic form before stylizing it. Helps to avoid dipping into the uncanny valley.

>> No.964368

>>964363
very cool looking, love the textures (and boobs and ass but thats secondary)

>> No.964408

>>964343
It looks better than before,
Are you called applefaggot on twitter?

>> No.964410

>>964343
I don't know what the fuck this >>964367 guy is talking about, he seems like a tranny obbessed werido
the face clearly reads as a :3 and the hands are fine. The ass is a little flat but those thighs make up for it imo

>> No.964413
File: 387 KB, 1731x1874, lowpoly.png [View same] [iqdb] [saucenao] [google]
964413

posting my shit in here

>> No.964423

>>964413
cute/10

>> No.964424

>>964413
smeshariki........soul........
(fix the seams bro like cmon who leaves it like that

>> No.964437
File: 1007 KB, 4948x3390, Riho-Refsheet-new.jpg [View same] [iqdb] [saucenao] [google]
964437

>>964367
I... uh, wow. that's certainly alot of... whatever that is.
I feel like you'd like the other female major character better, she has a very different look.

The point was to make them look very different from each other, because before Strega had a much more 'normal' head shape that could have blended in with Riho, despite there being a significant height difference between them. Making Strega's head goofier, less sharp, and more expressive was part of that, and her mouth is explicitly meant to feel 'off'. comparative to other characters.
Also, the eyes specifically have a controller for making the iris bigger and smaller. I just chose the small for this render because it looks fun for this shot.

tl;dr,I really don't get the "tranny" comments at all. Maybe you shouldn't be so obsessed with bio-truths and realize character design can do more.

>> No.964469

>>964160
as someone that just "got" into 3d and has no drawing skills, how important is to know how to draw when it comes to character making?

>> No.964481

>>964469
not the guy you replied to but it's a good idea to be familiar with basic design principles.
Knowing what a good silhouette looks like or how to arrange a good composition is really important.
If you want to make stylized and hand painted character textures yeah, you'll need to practice shading and painting.
you don't need to be good at drawing to get started though, just start with other people's concept art to make models from.

>> No.964483

>>964363
based and slimepilled
imo this post deserved a lot more ooze and ahhs

>> No.964484

>>964469
Guy you're replying to. My drawing skills suck but I've spent a fair amount of time (still do) learning the fundamentals of art like form, light, shadow, color, anatomy etc etc. It helps a lot. Pick up the Anatomy for Sculptors book and things will fall into place.

>> No.964486

>>964363
Looks great, would be cool to see a wireframe

>> No.964487

>>964363
Thats awesome.

>> No.964488
File: 2.59 MB, 4096x3747, wireframe_a.png [View same] [iqdb] [saucenao] [google]
964488

>>964483
thanks fren
>>964486
thanks, she's not exactly "low poly" she's just under 5k polys

>> No.964494

>>964437
Probably should make it clear that you intended to make something viscerally repulsive before seeking feedback. Would save everyone a lot of time.

>> No.964513

>>964488
Are her eyelids actual 3d on blink and not a plane with 2d blink animation?

>> No.964524

>>964513
the lids aren't 3d, I cut some edge loops around her eyes so it was easier to guide my painting.

>> No.964527
File: 2.01 MB, 3390x4290, Strega-5.jpg [View same] [iqdb] [saucenao] [google]
964527

>>964494
I don't know what you're seeing that says she's repulsive.

>> No.964555

>>964488
>>964363
wonderful girl ples show uv and texture

>> No.964560

>>964527
I dig the design anon.

>> No.964568

>>964423
thanku <3
>>964424
that's blockbench's dogshit renderer's fault, I'll make actual renders when I'm done modelling all characters.

>> No.964615
File: 2.73 MB, 512x384, the Wizard of Oz JRPG.gif [View same] [iqdb] [saucenao] [google]
964615

Would love to see someone do a walkthrough of how something like this is made. In particular the coloring/shadow side. I know it might be using vertex colors, but also possible texture baking as well. But just the whole process of those things to get this aesthetic.

>> No.964637
File: 351 KB, 1980x909, 1699588737752568.png [View same] [iqdb] [saucenao] [google]
964637

>>964615
I ripped this scene a while ago. It's literally all vertex colors, billboards and great texture work man. No baking or esoteric secrets here.

>> No.964638
File: 226 KB, 1861x821, 1670264032193978.jpg [View same] [iqdb] [saucenao] [google]
964638

>>964615
>>964637

>> No.964639

>>964638
>>964637
Oh wow, thanks for posting that! Any chance you could drop the files for this level here so we could look too?

>> No.964640

>>964639
https://file.io/IvUppSl60igy

>> No.964641

>>964640
Based beyond belief, albeit link seems to not work (file deleted).

>> No.964646

>>964367
literally kill yourself you troon obsessed pseud

>> No.964647

>>964527
>>964437
>>964343
congratulations you attracted a dysgenic lolcow to your work! don't listen to his tranny obsessive compulsive nonsense, your shit looks great.

give her big feet

>> No.964648
File: 228 KB, 770x494, 20231118045937.png [View same] [iqdb] [saucenao] [google]
964648

old work

>> No.964671

>>964641
https://gofile.io/d/b4ExdD

>> No.964693

>>964671
NTA but what do you open this in? Blender doesn't seem to support .py or .dump?

>> No.964705

>>964693
Download an addon for blender import, you should find one

>> No.964750

>>964693
The .py is the fucking import script, you tit

>> No.964754

>>964527
I think the color palette on her body suit needs more going on. Maybe some additional orange, or some of blue panels need to be lighter or closer to a grey to break it up more. That's my main complaint but it seems fully realized otherwise, so good job

>> No.964759
File: 384 KB, 601x758, 3fae1b7196560259435942919464a874.png [View same] [iqdb] [saucenao] [google]
964759

>>964189
>>961602
Didn't know these threads lasted long here. But yea there are a handful of low-poly games you could've played within this month. Luckily other anons jumped in and kept the thread up.

>> No.964854

>>964363
>>964488

Got any socials, my guy? Really good stuff.

>> No.964864
File: 514 KB, 2008x1368, Swordsman_WIP.png [View same] [iqdb] [saucenao] [google]
964864

>>964363
while I'm figuring out how to rig her I started working on this guy

>>964854
I would post my artstation but it has my real name in it lol. What do you recommend as a good social to show off my stuff

>> No.964866

>>964864

I like using Instagram as a pseudo mood board so that's not a bad place to start.

Twitter doesn't seem to be dead quite yet so maybe there?

>> No.964868
File: 3.85 MB, 3557x5224, texture_UV.png [View same] [iqdb] [saucenao] [google]
964868

>>964555
here you go buddy

>>964866
thanks fren, I'll try making an IG and see where that goes.

>> No.964875

>>964868
>>964864
I need to be better about optimizing my textures and stuff, still trying to get the style down.

>> No.964876

>>964868
Awesome. Are you painting the textures via just uv unpacking and then in photoshop, or are you actually using something like substance painter to paint directly on model?

>> No.964879

>>964876
it's a mix of both, I generally go to substance painter first then do cleanups / adjustments in photoshop.

>> No.964906
File: 2.79 MB, 1280x720, justanotherdayatsoulfarmingcorp.webm [View same] [iqdb] [saucenao] [google]
964906

>> No.965134

https://youtu.be/BOSa2WOju5c?t=261
Have a question about the lighting here.
I think the scene is set to unlit, but so what he does here is make a copy of chair/fireplace/curtains textures, paints them orange, then in unreal that texture is applied over first texture somehow and then he somehow draws a mask of where he wants light to show up (not sure if this is done in engine or in UV of alpha channel of the models)
for light to appear only in those areas?

>> No.965154

>>965134
Yes. It's just alpha compositing done in the shader.

>> No.965197

>>965154
Neat thanks. I hope its easy to do in unity too.

>> No.965258 [DELETED] 
File: 114 KB, 781x603, Real low poly.jpg [View same] [iqdb] [saucenao] [google]
965258

Anyone using Amplify Shader Editor and knowing how to get per-materials Keywords working?
In shadergraph you could just declare a keyword like it was a basic boolean input, and use that to actually toggle portions of code ON/OFF in each material instead of having to copy-paste your shader 40 times with minor variations.

>> No.965285
File: 2.43 MB, 2000x2000, Strega-spin-updated.webm [View same] [iqdb] [saucenao] [google]
965285

I made Strega's wand and decided I may as well attempt to make her ass less flat and adjust the pose to look nicer as well.

>> No.965310

>>965285
this is nice as fuck dude, wish i could rig shapely characters this well

>> No.965346
File: 161 KB, 320x287, 1522490943733.gif [View same] [iqdb] [saucenao] [google]
965346

How does blockbench compare with blender?
What is missing or what is present in blockbench that forces you to do this style?

>> No.965357

>>965346
Short answer: it doesn't.
Long Answer: Blockbench is a toy. It makes itself obtuse for making any kind of arbitrary mesh shapes and anything more than slapping a bunch of primitives around.
There may be people using it for serious development. This is almost entirely because they're used to the program and it's limitations. Do not use it for serious development under any circumstances.
If you want something meant for level/worldspace geometry, use Trenchbroom. For anything else, use Blender/Maya/Max. You will have absurdly more control over animation, deformation, UVmapping, and just about anything.

>> No.965358

>>965357
(Note: Trenchbroom is a suggestion for low poly level/worlds and it's explicitly designed for that. you can use it for more defined things if you want, but get used to the idea of shoving them into Quake's BSP Compiler or manually optimizing the work you do within it. It absolutely can be used for serious development and does get used for it.)

>> No.965379

>>964363
>>964488
Any tutorial for this? Its the right amount of low poly for me

>> No.965466
File: 40 KB, 374x374, D8CRtMS.jpeg.jpg [View same] [iqdb] [saucenao] [google]
965466

>>964130
>>964134
I mean this in a very general, out of curiosity way because I've barely dabbled in Blender so I don't need an in-depth answer - But when you do the pixel art that ends up on the 3D model, how do you know how big and what shape to make the pixels, and where they will end up in the end?

>> No.965469

>>965466
Vertices have six dimensions, UV, W, XYZ.
The UVs are a two-dimensional pair. You arrange all the vertices' UV coordinates however you like, and then associate a texture with a material.
When triangles are being rasterized, for each fragment the renderer samples the material's texture at the fragment's corresponding position in UV space, which is found by interpolating between the triangle's vertices. If you overlay a map of the UV coordinates (the UV map) over an image texture, you'll see that what's drawn onto a triangle in XYZ space maps to what the same triangle covers in UV space.
You rearrange the geometry in two-dimensional space and then draw a texture that aligns with the geometry in the way you want it to.
This is not an in-depth explanation.

>> No.965470
File: 82 KB, 510x346, u79zdnqeyxu51.png [View same] [iqdb] [saucenao] [google]
965470

>>965469

>> No.965472

>>965466
>>965470
UV = mapping the pixels. So if you make the UV look about the same shape as the polygons you have, it'll make the texture look 1:1. And you move it around wherever you need the texture. If you see some of those folded out texture files, imagine that they physically fold the model out to fit it - those are the UVs.

>> No.965473
File: 3.06 MB, 1063x692, out.webm [View same] [iqdb] [saucenao] [google]
965473

>>965470
It's like this.
Just imagine the easiest way you'd do things and that's usually how they work.

>> No.965500

>>965358
>Quake's BSP Compiler
I'd recommend the Quake 3 map format via q3bsp2. A compiled Quake 1 map is split into a fuckload of extra triangles (for the more primitive collision in the game I guess?) while Quake 3 just uses the existing textured faces.

>> No.965502
File: 6 KB, 401x485, Screenshot_20231127-211404~2.png [View same] [iqdb] [saucenao] [google]
965502

I was gonna post the gif that I created of this. but it's over 1.5 mb

>> No.965523

>>965500
Does Trenchbroom support that now? I hadn't been paying attention, but I guess that makes sense.

>> No.965525

should I just stick to tri poligons or a mix of tri and quads?

>> No.965526

sexo...
https://www.models-resource.com/playstation/crashbandicoot/model/25219/

>> No.965527
File: 185 KB, 588x1107, g2e2lm.png [View same] [iqdb] [saucenao] [google]
965527

Thoughts on my ass?

>> No.965529

>>965469
>Vertices have six dimensions, UV, W, XYZ
And with rigged models you can add 8 mores from bone weights!
And 4 more for vertex coloring/lighting!

>> No.965592

>>965527
not enticing. create a butterfly for ass

>> No.965598

>>965466
You usually unwrap the model before painting a texture. Unwrapping is basically assigning every polygon it's space on a texture. Thats how you know where to paint your pixels
How big you make your pixels is up to you.

>> No.965608
File: 2.75 MB, 1200x675, deform_example.gif [View same] [iqdb] [saucenao] [google]
965608

>>965527
Toss a couple bones in there and see how it deforms.
Edges that are oblique to the (rotation) transform axis compress and stretch a lot worse than ones that are orthogonal.
Image from here: https://topologyguides.com/

>> No.965640

https://www.youtube.com/watch?v=NmmEReFybRY
Would like to see a game with this kind of low poly models and style.

>> No.965663

>>965473
cute nose

>> No.965664

>>965527
hit 7 on your numpad to see it from the top and ask yourself if it's hot

>> No.965665

>>965640
porn game?

>> No.965677

>>965665
No but the blind girl does get bullied and ends up getting her asshole destroyed by a broom handle.

>> No.965692

>>965665
Oh not any particular game style, just that style for the characters and flat lighting.

>> No.965778

Before this thread dies, what are the best games to reference for low poly models, I know of Megaman Legends, but not much else. What are some other good references for inspiration and study?

>> No.965781

>>965778
Vagrant Story
Fist of the North Star Legend of the Savior
Dr. Slump
Rival Schools
Silent Bomber
Sonic Jam 3D World
Speed Power Gunbike
Virtua On
Threads of Fate
Brave Fencer Musashi
Hybrid Heaven
Banjo Kazooie
Shenmue Prototype
Dragon Ball Origins
Dragon Ball Kai Ultimate Butoden
Phantasy Star 0
Metroid Prime Hunters
Ninpen Manmaru
Street Fighter EX
Fighters Megamix

This is just a few I can remember off the top of my head.

>> No.965793

>>965778
really depends on what kinda model you want to make and how low you wanna go with your polys
My advice is just go to https://www.models-resource.com select one of the older/portable consoles and look for something that catches your eye
Some favs of mine:
Radiata Stories, Power stone 2, FF3, FF4, Bravely default/second, DS/3DS pokemon games all have really cool stylised anime characters and cute silly creatures
MGS, MGS Peace walker, Alien Resurrection, Lost planet 1 for military/scifi stuff
Among (relatively) new games there are things like Friends vs Friends, Due process, Starmancer, No sun to worship, Bomb rush cyberfunk, Fortune's Run and STRAFE

>> No.965900

>>965781
Good list. Was playing Phantasy Star 0 the other day, lol.

>> No.966178
File: 62 KB, 594x397, 1320358300684.png [View same] [iqdb] [saucenao] [google]
966178

I been interested on doing 3d modelling and learning this style
Should I go with blockbench or with blender?
I fear that I will like it and have blockbench limit me if I want to try a different style.

>> No.966289

>>958761
blessed thread

>> No.966323

>>966178
if you feel like you'll eventually want to try something other than lowpoly lowres then yeah why not go with blender
and even if you decide to stick with this one style you'll be able to do a lot of cool things that enchance your models with all the options blender has

>> No.966341

>>966178
Blender if you want lowpoly specifically you'll need version 2.79 because they broke the paintbrush behavior and painting lowpoly textures has been a pain in the ass ever since.

>> No.966343

>>966323
Yeah makes sense but the core of the issue is that I don't know if I even like 3d modelling and I want try it out in the less painful way possible. I've had this itch for several months of "What would my OCs look like in a video game" and I'm sure I'll lose interest after I see how ugly they end up.
Blender just looks like it has a steeper learning curve while I imagine on blockbench I can get what I want in less time.
>>966341
I have no problem in using an external program to paint the textures

>> No.966379
File: 20 KB, 524x431, tron_bonne_inventor_outfit_by_satoh_d4biqye-375w-2x.png [View same] [iqdb] [saucenao] [google]
966379

Dumping some

>> No.966380
File: 67 KB, 900x900, sera__tentative_by_satoh_d4si2be-fullview.jpg [View same] [iqdb] [saucenao] [google]
966380

>> No.966382
File: 54 KB, 896x736, d4bdhu6-66c8098b-5031-486c-a49f-c7af63946271.png [View same] [iqdb] [saucenao] [google]
966382

>> No.966708

Tes5

>> No.967029

New thread?

>> No.967042

>>967029
Make it coward

>> No.967077

what do you guys use to make pixel art & animation, which software/tools are recommended?

>> No.967078

>>967077
Blunder and DON'T ASK AGAIN

>> No.967340

>>967077
I use Aesprite, there's a free and open source clone of it called Libresprite I think. Clones every feature I've heard. I haven't used it but since Aesprite is already really intuitive and clean, I can't imagine the clone being worse.

>> No.967355

>>967077
Definitely not Blender and their texture paint that has been broken for over five years.

>> No.967388

>>967077
Piskel, very barebones program, but it gets the job done.

>> No.967397

>>965778
Two recent examples Compound and Shock Troops, both VR games as well.