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File: cs_retro.jpg (17 KB, 444x416)
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Rate my low poly model. Also general low poly thread. I am gonna post some.
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here is another view.
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low poly characters from video games.
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this is from solder of fortune 1 i guess.
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from parasite eve
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quake 2 model.
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early half life alpha models.
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HUH
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turok but don't know which game.
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here some new stuff.
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>>657322
I makes me happy.
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>>657338
I like this. Does anyone know its tri count? Or, does anyone know if this is on Sketchfab or another place where I can see its wireframe? Regardless, thanks for posting.
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>>657332
It's FireBorn's model from Turok Rage Wars, but it's stretched out so that it's probably from the PJ64 Emulation version.

Don't know if I really helped or not.
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>>658227
0x10c for the curious (it's the name of the game), an unreleased game by Markus Person
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>>657340
>>657342
Ho shit where these from my dude
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>>657322
What is your process for making this? Did you use milkshape?
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>>660170
That is really a nice model.
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>>660170
>>660189
an ass like hank hill
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>>658227
>>658571
>tfw 0x10c never ever
>notch still too busy shitposting on twitter to use his new grafics renderer for something
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Its 2019 and low poly is a waste of time
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>>660335
Your existence is a waste of time, bio-material and oxygen.
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>>660335
tell that to mobile gayming industry
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>>660337
mobile gaming is a waste of time
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environment
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>>658837
i lied. I didn't do it. Sorry :/
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>>660352
>texture without UVs
>:(
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I wish I could do models like pic related. Sure I could recreate the mesh, but I still would be at a loss on what to do if I tried to make other characters.
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>>657324
THE PHANTOM
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>>660350
what would the texture for assets like these look like?
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>>657337
That model is realy old my dude
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>>662690

HEEE-EEEEeeeeEEEE-E-E!
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Made this today, 1380 tris 128X128 tex
I could have cut the poly count down a lot but I was mainly trying to do pixel snapping UV texturing
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>>663148
Nice, anon.
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Thinking of picking up Blender and making low-poly crap for my shitty game ideas.
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>>663148
Wtf anon i was about to ask in the help thread how to make pixel snapping in 3ds max, how do you do it (if you use max)
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>>663148
show wire
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>>663197
I used Maya, its under the Image tab in the UV editor. I had a look for how to do it in 3ds max but this was the best I could find;
pixel snap is on a flyout button under the vertex snap button

and yes - you'll need a texture assigned to use it.
Hope that helps
>>663202
o-ok
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>>663206
thanks a lot for your help, i chose a 32x32 texture and the snapping works but the texture is all blurry, both in the unwrap view and the viewport, i guess it"s because of some setting somewhere zooming up the image to oblivion, any way i can fix that anons ?
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>>663228
Tr
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>>663233
*try this
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>>657325
I can't beleive I was amazed by this when I first got RE2 back in 98..
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Thanks anon it finally works ! although i have a face acting retarded and i don't know why
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>>660170
This is by circumsoldier, isn't it? That fucker's models amaze me.
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>>662653
The model itself usually isn't hard to do. The hard bit is having a character design that works with a low poly count and being a good enough texture artist to pull it off - and in the case of Fear Effect, intentionally flat lighting.
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How does one begin learning pixel art?
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>>663468
MS Paint, not even kidding.
You just have to do it and keep at it, watch some tutorials and process videos. you aren't going to be amazing at the start but if you keep at it you'll improve
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>having to make and animate models and also do all the programming for the game
I'm screaming in hell.
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Made this a while ago
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>>663740
Are you Theonian on tumblr?
I love your stuff
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>>663721
this looks interesting, post more!
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>>663773
Oh wow, never thought I'd be recognized from that, with it being all cutesy (unlike stuff like pic related, which is what I usually make) but yes - And thanks!
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>>663777
I don't want to be a fag and take up too many posts.
https://twitter.com/AutLim/media
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is there an archive of tutorials for low poly modeling?
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Can't you guys at least present your models in a nice way?
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>>664009
No I hate myself
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>>664009
Do you have an example of good model presentation?
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>>664159
the gun is dumb but very neat!
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>>663148
TIE Fighter done, I tried a couple tricks with stretching UVs to make texture shapes I wanted like the Front window frame
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>>660170
How do you think he gets such detailed textures with that resolution? I imagine it would be impossible to do that as pixel art. He probably paints in 512x512 then shrinks to 256 without interpolation.
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>>664443

Wow that is extremely lightweight! great job there!
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>>664443
this model is as pointless as star wars in 2019
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>>664758
Just ignore Nu Star Wars and everything's fine
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>>664750
He does it at final res in substance painter. There's no magic to it, he's just dedicated to the grind. He hasn't been going for a tremendous amount of time, so you can improve just like he did. Five years ago his output was MS paint slideshow videos about wizards sending military strike teams to fuck gay rat mutants.
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>>657322
Some autist posted this on /vr/
I hope to get on PS1/N64 level one day
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Still rigging the apron and I've already done more work on the beard to make it look like hair.
What do you think /3/?
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>>664981
memepoly is disrespectful to low poly
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>>665004
but anon I just like minimalistic 3D designs. ;_;
It's not like pixel art, normies don't get why you would intentionally derez something, even if you're specifically trying to match a certain era of 3D.
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>>664980
Now post the Sasuke one.
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>>664981
Use a smoothed shading technique and drop the solid colors in favor of hand painted styled textures
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>>664980
For PS1 and N64 Was it more efficient to have limbs as separate objects because warping elbow/knee mesh was too computer intensive, or did they not use animation tools that would deform mesh with skin weights?
Or is it purely stylistic?
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>>665072
it was done to have a lower poly count
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>>665072
Non-continuous meshes are less poly heavy and you don't need to worry about deformations. It's a thing I did in commercial work up until 1999, because you never noticed it if the textures were properly done to hide the transitions. The lower screen resolutions also helped a lot.
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>>664980
now with 33,8688 % more fixed-point arithmetic
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>>665127
I absolutely love this one. Wish I could see the wireframe.
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>>665149
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>>665181
Why so much UV space for the "improvement"?
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>>665181
Nice. Though there's a mistake with the texture on the balls; you see his dick on both sides.
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>>665004
>>665035
What's memepoly mean to you /3/?
Where do you draw the line?
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>>665426
having a different smoothing group for every polygon in place of having textures
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Can someone point me towards some good resources to start learning low poly? I occasionally try my hand at it but it always ends up looking like meme poly more than anything else.
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>>665181
>>665127
Holy shit those fucking testicles!
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>>665453
I started off staring at the wireframe of a guy's models that closest matched my aesthetic choice.
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>>665127
>>665181
That's actually a pretty clever way to do low poly genetalia I think I'll use it in my next project. I always assumed that all the body parts of a character mesh had to be connected but this approach still looks pretty good.
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>>665127
>>664980
Can you give link to the vr thread?
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>>665127
>>664159
>>663740
>>660170
>>657339
>>657331
How do I make gif like these? I'm on Blender.
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>>665127
>Tanuki statue from Goemon's Great Adventure
>Floating point errors

The N64 never had floating point errors. Only games on the PS1 and Sega Saturn ever did this.
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>>665662
>typical /3/ buzzkill autist shitting up the place
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>>665601
.gif is not a file format supported by Blender... like... at all. Probably due to GPL stuff. You should render out frames to a lossless format, .png will do, then use a separate program to create an animated .gif from the images. I've done this with WebMs, I'm sure you can find something for the .gif format. Hell, you can do this in Photoshop, I think.
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>>665453
Download PCSXR and use the line mode.
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>>666041
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>>666042
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>>663235
why wouldn't you have been?

It's a clearly definable 3D human and probably the first you had ever seen
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>>663235
This post wins the "Zoomer of the week" award
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>>666389
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>>663235
If you aren`t you lost your imagination bro, soon you could become an npc
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>>666025
>>665601
Just use Licecap
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>>666477
Nothing wrong with that? You can't do much better with the same polycount and no shaders. The limbs are separate like that because the hardware could not yet run weighted skins in real-time smooth enough for it to be worth the performance hit.

Also when wiewed in low res on a CRT TV it looks a lot cooler IMO than it does in HD.
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>>666477
You are not supposed to play/view these games like that. Even good RGB monitors at the time introduced some blur and smoothing to the output.
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>>657340
>>657342
these are really nice
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This is the first time I've tried imitating someone else's style in 3D and I think I learned a lot. I just wish I could have done it with >2000 faces...

>>657342
>>657340
>>666691
>>658689

This looks like it's from that Ooblets game, look into the people working on it.
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>>657342
>>657340
>>666847
Ah nm. Found her: http://momoss.tumblr.com/
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>>666848
I wish she posted more wireframes
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>>660285
How can I learn to make textures like this?
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>>667515
Those are just flat lit textures, you just paint them with values exactly as you see in that picture.

If you don't understand what colors goes where and why you can check out people painting miniature figures like warhammer etc, they shade and highlight following the same basic formula.
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>>662693
Rock textures I'm guessing
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>>665534
IMO, it needs to be connected when it makes sense that it would be seamless transition AND it is seen, if they can't see/aren't shown the transition why waste poly connecting geometry?
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>>667565
That makes sense but wouldn't you run into problems if you tried to animate it?
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How can i avoid this when using project from view? When i try to arrange the UV map my selection moves in multiple places at once
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>>667713
Nevermind, found out that i had to disable the UV/Mesh Sync selection and arrange the UV while having the whole mesh selected.

Also found this tutorial very helpful if anyone is interested in doing low poly with pixel art textures http://www.celsiusgs.com/blog/2011/07/low-poly-modelling-screencast/
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>>657322
It's 2019 and I still don't understand UV mapping.
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>>667718
Made these today
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>>667754
Nice
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>>667746
Mark your seams (Ctrl+E), then (U)nwrap
That's pretty much it.
Ctrl+L to select all connected UVs.
Ctrl+A to average sizes of UV islands in the UV editor. Ctrl+P to pack it... but ti sucks massive dick, so you have to place shit by hand anyway.
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>>667758
In what tool?
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Made this lowpoly thing yesterday:
https://sketchfab.com/3d-models/retro-samurai-monster-7823669e72b840e292a95658fe8088f7

>>667767
Blender
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>>667857
Also made a couple of guns that are sure to trigger /k/

https://sketchfab.com/3d-models/retro-lowpoly-railgun-930d9dfe05bb4af1abcdb409d13351aa
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>>667862
https://sketchfab.com/3d-models/retro-lowpoly-gun-5ba1da98cf3b491590d51a93b186bfa5
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>>667863
The models are nice, but why do you drown them in postprocessing like DoF and CA?
Are you retarded or do you just have no taste?
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>>667857
>>667862
>>667863

Nice
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>>666726
how do you make crumpled cloth texture?
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>>667911
You draw it.
By hinting at the shadows/highlights a fold would create.
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>>667869
There's no CA, you're blind.
That said, yeah, I'm probably retard without taste.
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>>667948
This one has CA turned on. >>667863
I am just saying, don't do retro style with modern effects, it makes no sense.
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>>667857
the character is cool but those weapons are awful
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me makes buckets
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Reviving a dead thread with an undead guy.
162 tris. My first attempt at low poly. What do you think? Did I avoid being memepoly? I was to lazy to try to figure out how to texture it so I used vertex colours.

>>665601
I just rendered all the frames as pngs, then used ezgif.com to compile them into a gif. I tried to do it as an AVI, but the website limits you to 10 seconds if you convert a 25 fps video.
Also if you do it in Eevee, set the Filter size to 0.01 to disable antialiasing.
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>>667767
Edit mode.
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>>666879
How can I make textures like this?
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>>668734
Devil be gone
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>>669808
One pixel at a time.
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>>657322
Do you really think that a main character in games needs to be so low poly. Ramp it up a bit. Good job.
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>>669942
not about detail, its about aesthetic and fitting the theme.
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>>665662
>poly jitter =/ texture warping
idiot.
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>>665662
no they did't? ps1 and saturn used a fixed point position, they dont have have a floating point system lol and its not an error.
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>>669869
What did they mean by this?
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>>669947
That model doesn't have texture warping either you dumb nigger.
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>>666041
>>666042
I dont know anything about 3d so am a noob, but why so may triangles and no squares? I hear arguing here about if squares or triangles are better for "reasons" but never really understood that either. Figured it was performance based.
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>>670358
It's very simple, what's happening here is triangulation. If you notice you can easily merge all these triangles to form squares (quads, if you will). All game engines will triangulate all quads (i.e. split all squares into triangles) because it's simply something easier for the game engine to handle, as triangles are the most basic shape.
As for the argument, if you've seen us argue about that on /3/ before then you've definitely seen all the real technical reasons, just never bothered to understand them. It's okay, it's incredibly irrelevant to you if you don't do 3D art.
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Absolute beginner here. If I'm beginning to build low poly assets for use in a game, what size should I start? Does it matter? Does this question reveal fundamental misunderstanding and idiocy?
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>>671030
Depends on the engine you're using. And I assume that by size you mean the number of polygons. Most modern engines can handle more polygons than any low poly model is gonna use, so don't worry about it unless you're really trying to squeeze out some performance, at which point you'll just have to experiment on your own.
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>>671030
In case you meant size, not complexity.
Use real world size, unless you have a solid reason not to.
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>>671276
Why confusion comes from not understanding how the data of a 3D asset compares to say a png. If I'm trying to optimize my 2D work, I make my pngs tiny pixel assets and limit unnecessary art with mirroring, etc. What is the equivalent in 3D? Should I build very small shapes?
>>671276
Real world size? Like 1:1 scale? This statement confuses me. Sorry!
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>>671363
Yeah, real world size. If you have a bed a table and an stool, you build them in real world scale so that everything matches proportionally when you put them together in an scene.

I am confused with what you mean with your first question.
You can mirror and instantiate objects in 3D. If you have an object that is symmetrical, you model one side and mirror it to the other. No reason to do the same thing twice.
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>>663721
i am genuinely discomforted by the vibe of this image.
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>>663740
needsmorebounce
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>>671445
That'll hopefully be the general atmosphere excluding some places. I communicate with extradimensional beings through psychedelics and meditation for guidance.
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>>671480
I always find breast physics on low poly assets really uncomfortable. They just don't look soft enough to justify that sort of thing.
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>>671682
not him
Depends how low poly we're talking, I made a dreamcast-esque low poly model of a lizard girl with big boobs just to see if it was possible to give such a thing sex appeal in our current era. I can't tell if I succeeded because I'm lonely and insane.
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>>671725
>lizard girl with big boobs
Not that guy, but shouldn't lizard girls be flat chested?
>>671682
>not manually animated low poly boob jiggle by moving around one vert nipples.
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>>671731
Jewish black magic created lizard/dragon tits, canonically in the lore I wrote.
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>>671733
never change
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>>671725
>dreamcast-esque low poly model of a lizard girl with big boobs
Post it, or if it's already in the thread an I missed it, link it and call me a retard

>>671731
Even if it's manually animated it's weird. If your character looks like they're origami, they should move like it.
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>>667863
>>667862
From /k/ here, it looks fucking slick. Like something straight out of district 9; is that where you got your reference? Because it looks really good.
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>>671364
Let me clarify. If I'm making art that is not intensive on the computer for a 2D game, I'll make the sprites tiny, have few sprites in general, use tiles etc etc. What would be the equivalent in a 3D game? Does making a model real world size, ie a 4ft tall table, be intensive on the machine? Do you make intentionally small models so the textures don't have to be large? Ultimately this question is useless, as I'll learn this stuff as I go, it was more a quick query in case I was wasting time.
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>>671763
It was my first attempt at a female. Wide hips and big butts do not seem to translate well into low poly weighting, but I'm also a retard and just started 8 months ago.
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>>671856
It's really not that bad, but I think the texturing would be better if it were a more uniform resolution.
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>>671856
show udders
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>>671805
>Does making a model real world size, ie a 4ft tall table, be intensive on the machine? Do you make intentionally small models so the textures don't have to be large?
3d models become more costly based on their complexity, not their size. Think of increasing the size of an object like zooming in on a sprite. A 1 meter wide cube is just as hard to render as a 10 meter one, and a 10cm tall highly detailed character is more computationally expensive than any cube could ever be.
Think of you vertices as pixels, and the size of your model as the how close your face is to the screen.
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>>671948
Thanks teach
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>>671774
Thanks a lot!
I didn't really use a specific reference - These are commissions for a very lowpoly Quake-like game a guy is making. It's very nice to work for him, because he literally lets me make whatever I feel like.
Here's a shotgun I made for the same game.
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>>672072
Damn that's nice
I'm jelly, any tutorials or tips you have?
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>>672115
Afraid I don't have anything very specific, but this tutorial was a great help when I started out:
https://www.youtube.com/watch?v=DiIoWrOlIRw

This was also helpful for figuring out more about what you could do with UVs:
https://www.youtube.com/watch?v=XiQOHSzyooc
>>
>>672117
Thanks man
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>>672119
No problem - and good luck!
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>>672124
I always have issues getting the texture right. Im not a painter so it all just seems so alien.
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>>663188
Do it anon
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Man, all of these look so amazing. Despite being so low poly texture/res.

How to learn this??
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>>673796
Soulless
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Never finished the texture.
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>>673800
Just practice.
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>>673800
I'm >>668734 so I don't know if it's exactly "good" but I literally just figured it out from looking at this thread, watching some super Mario 64 speedruns, and a couple YouTube videos about the evolution of Mario, sonic and crash bandicoot's models. If you know how to use 3d software and can stop worrying about topology or intersecting geometry, it's actually super easy to get started.
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>>672072
>>672117
These are really nice.
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After seeing this thread, my interest for low poly modeling has been peaked.

What 3d modeling software is best for that kind of low poly graphics at a beginner level.

Pic not related
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>>675828
For a hobbyist beginner level, just use blender. It's free and tutorials are well documented.
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>>668073
nice
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>go to polycount.com
>the last low poly challenge was three years ago
>google for other online communities interested in low poly modelling
>find basically nothing

How is this possible?
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>>676352
Outside of the indie market, no one's really interested in low-poly? There's a reason why all the memepoly bullshit is only done by indie hipsters. Hollywood's too busy with photorealistic CG and the game industry's trying to push even more verts in every scene with each title.
It's very much a retro thing, it's like asking why they don't make CRT monitors anymore or why we stopped using optical media. Sure, people still like them and they have a very strong novelty factor, but the truth of the matter is that it's old tech and people want to move forward.
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>>676354
>why we stopped using optical media.
This nigga doesn't use a 20 terabyte tape drive as cold storage.
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>>676352
It's a niche interest and most younger 3d artists don't even learn it.

>>676361
Your loss
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>>676354
That's not what's going on, though.

There are plenty of people interested in it - the lowpoly hashtags on twitter and tumblr are active, and there's a decent amount of it on deviantart too, but...

There's basically no discussion. Nobody talks about their techniques, nobody shares pointers. It's all just 'here's my new thing' and 'wow thats cool' and 'I'm taking comissions!'

Nobody is like 'here's how I modelled and textured this flame effect', 'Here's my workflow modeling these sorts of things'.

Nobody exchanges anything other than images and praise. No information is shared.
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>>676502
>"outside of the indie market"
>twitter tumblr deviantart
Yeah, those platforms are very much indie.
>It's all just 'here's my new thing' and 'wow thats cool' and 'I'm taking comissions!'
If you put it that way, then think about it this way: it's a niche that has valuable interest if people can make money off it (through commissions or even just the general exposure/interest). Since it's a niche, i.e. not many people know its inner workings, expecting all those juicy Trade Secrets to come piling out is kinda silly, right?
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>>660190
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>>665453
>>666041
There's also plenty of ripped models you can download on ModelsResource
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posting more...
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dogie
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cel shading
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>>678722
>getting bamboozled vs bamboozling
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>>678722
>SOUL
VS
>SOULLESS
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>>678722
Note that all character textures were simplified for the N64 version
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>>678722
>mipmapping
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>>678882
That's not mipmapping anon, mipmaps are downsized resolution images you use to speed things up as objects becomes too distant to warrant a very detailed texture, what you see there is rather anti-aliasing filtering on the texture sampling on the N64 vs none of that being applied on the PSX.
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>>678890
thats not mip mapping either
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>>678901
https://web.archive.org/web/20140414134825/http://staff.cs.psu.ac.th/iew/cs344-481/p1-williams.pdf

There's the paper that introduced them to the world anon. See for yourself.
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>>678882
That's (bi?)linear texture filtering, anon
However I'm not sure if the N64 used mipmapping, though I assume it did, I'd just assume it would be a net deficit on such limited hardware, especially on storage and memory
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>>678940
yes thats mip mapping, but youre example >>678890 is not mip mapping.
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Some examples from modern games of low-poly used for distance models. Pic is from Sekiro, it's the low-poly model of Ashina castle when seen from Mount Kongo. used Cheat Engine to get there.
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>>679931
More, this time from Dark Souls 3.
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>>679931
Here's one of the houses in the distance in Final Fantasy 15. I can't remember the part of the game it's from, probably one of the low-model polys of the towns that you see as you drive around.
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>>679936
A close-up of that model:
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>>674525
Pose it, animate it rotating and post the gif on reddit with a watermark for your site/social media and you'll probably get a lot of attention and shares. The watermark part is important as people will spread it without attribution.
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how long does it take you to model, rig, weight, UV map, and make a texture?
it takes me like a full day if I work nonstop to make one model, jesus
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>>657340
lacks depth
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>>660335
Sculpting isn't 3D modelling. It's a childs toy for people who don't understand shape economy.
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>>667746
Imagine the model is made out of paper and you have to find the best way to cut it to lay it flat without losing too many connections
Also make sure you assign new materials to selected parts of a mesh or you'll waste your time and ruin everything.
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What is low poly's thoughts on modular systems, and the reuses of assets to save resources such as texture flipping and things of that nature.
I like to manually line up my UV maps, and reuse the texture on crates, boxes, and walls Because I suck at Texturing, and don't mind the busy work with the UV map to makeup for it.



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