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File: bigditherskell.gif (2.54 MB, 512x512)
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Post cool low poly models or just your own work.
Do you think the dithering on this one is excessive? It's not the gif compression.
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Depends on what you want from it.
It fits the style so I think it's all good.
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>>687988
Depends on the style you’re going for
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How to texture low poly?
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>low poly
>has texture map size 4 times it's level of detail.
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>>688060
Yeah I've also been trying to figure this out. I'm new to 3d in general though. How do I get the UVmap to match, say, 64x64 exactly?
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>>688090
UV mappings are texture-size agnostic. If you want pixel-perfect alignment, you need to tell your DCC software that the map is intended to be used with a 64x64 texture, for example. Ideally it wouldn't then let you put vertices out of alignment with pixels.

If your software can't do that, just load a 64x64 grid texture and use it as a guide for vertex placement.
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>>688064
>>688065
>>688066
>>688067
these are nice

>>688072
>>688077
>>688078
barf
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>>688080
yes its low poly not fucking low res retro
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>>688067
ooh this one looks new
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>>688064
>>688065
>>688066
>>688067
Is there any guides to make something like this?
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>>688135
Yes, literally learn how to paint
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>>688112
not only is your opinion bad but it is wrong
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Any good low poly tutorials? Everything around is shitty
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>>688138
Fuck off with your shitty WoW style, zoomer
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>>688153
you fuckin cuck, your sense of style and taste is abhorrent and it's embarassing that I can read that so easily off of you with your shit selections
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>>688153
>every texture has to be big pixels with an anachronistic color palette
it sounds like you're a zoomer raised on minecraft
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>>688273
>>688315
Fuck off kiddies
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>>688273

Look at this old fart getting assmad. Day of the pillow can't come soon enough.
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>>688073
These look really nice, I'd like to try to make Plastic Army Men like this sometime.
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>>687988
I made this low poly doomer wojack for some cringe shit I'm making.
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Is it possible to create aliasing in blender's cycle render? If so how?
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>>688439
What do you mean, be more precise.
You want a low resolution render with aliased edges? Use a tiny render resolution. Turn down the width value for the filter type. (Film tab in render settings)
If you want shitty looking textures change the interpolation to nearest directly on the image texture node (node editor).
pic related
rendered in 480x240 resized/doubled in Photoshop with nearest neighbor option.
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>>688439
If you want a real oldschool look with no raytracing, use a sunlight, turn down the size to zero.
In the render tab under light paths turn down all bounces to zero.
see pic
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>>688461
And i messed up the resizing in Photoshop. See this is what happens, it looks kinda shitty.
The last image was interpolated with bicubic interpolation.
This one is done correctly with nearest neighbor.
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>>688462
>>688461
>>688460
this is exactly what I needed thanks
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>>688067
how do you make that glass effect? like how it makes everything inside a single color or is the inside just textured that way?
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>>688509
It's a very complicated technique utilizing Nvidia Ray Tracing™ and twelve overclocked Voodo graphic accelerators.
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>>688509
texture it in a single color or use a tint function in the glass shader.
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>>688067
Mew is underneath the truck?
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Some stuff I did a while back. Unfinished and just a concept.
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>>688585
looks good
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Semi-OT: What kind of sick, twisted mind does it take to FUCKING LOVE UV unwrapping/mapping?

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

/vent
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>>688596
UV mapping. One of the most tedious, artistically void, and less skill-intensive areas of 3D content creation. He must be an insufferable idiot indeed to brag about that. But at least he's not using Blender.
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>>688596
Well there are also word puzzle enthusiasts or guys who get off on solving mathematical problems.
Whatever floats your boat.
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I just made this in 20 mins in a software I downloaded today, am I on the right track anons?
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>>688585
Nicely done, props my dude.
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still need to tweak but this is promising
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>>688673
I done made a gif
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>>688071
Getting textures to do all the leg work is a magic in of itself.
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>>688634
no
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>>688466
dat cool as fuck anon.
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>>688092
Thanks!
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>>688463
That looks amazing
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>>688115
what's the point in making a low poly model if it's not actually usable as a low level of detail video game asset
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>>689094
hipster cred
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>>689094
Because it can be an asset as is.
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>>689663
>make low effort low resolution art
>it's not shit, it's just a part of the pixel art low poly retro aesthetic

>draw a stick figure
>it's not shit, it's just a part of the retardcore aesthetic
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>>688467
>>688468
these are gorgeous.
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>>688585
Nice work man, would love to see it finished.
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these just made me realize that textures play a major role in this aesthetic. I'm in this only for the low poly shit, specifically the classic DS one, but thinking now I might have to spend just as much time and effort into learning to create good and appropriate textures. which will take an eternity. now I understand people who pay for their assets



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