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Newfag here, I want to make low poly PS1-esque models like pic related.
How do I start?
>>
>>836498
...I've been in this thread before, how many times, this nightmare loop never ends...
>>
Check inside your anus.
>>
im sorry bros i don't want to be annoying...
>>
watch tutorial for software of choice
>>
>>836498
You can't it's literally impossible, don't even try looking it up.
>>
>>836502
W-what do you mean?
This is the first time /3/ has had this thread...
>>
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>>836498
This guy uses blender and substance painter
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>>836502
thats what happens when you browse a dead board all day
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>>836498
do a tutorial. any tutorial
https://www.youtube.com/watch?v=E5HnnGcGvmc
>>
>>836498
start by doing it
>>
Get out of my head, cris
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>>836516
Yes but how? I want to make Robot Joe 3D models too.
>>
>>836889
Heres what he started with(maybe somethign earlier too, but theres no need post that)
You muwt start here too.
Its skill and muscle memory.
And its circumsoldier who made them
>>
>>836866
thats not cris retard
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>>836901
Where the fuck is circum anymore anyways?
>>
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>>836921
He has made a new account!
https://mobile.twitter.com/DTstat_
He deleted everything et the end of last year, then came back 3 months ago
>>
make a regular render that looks like its low poly beacuse of its shape, but its not.
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>>836498
>>836504
like learning any new skills
go read about the basics. of course you won't be able to absorb any useful shit.
go try it out (and inevitably fail).
find out what went wrong. rinse, repeat until you git good enough or give up.
>>
search world4jack on youtube. there's tutorials.
>>
>>836498
>weeb
give up, get out
>>
>>836955
why do artists do this? thye trash all their work for osme retarded reason then come back like it never happened
is it autism?
>>
>>836498
how is this ps1-esque
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>>836498
i've been doing this for most of the day ama
it's a real joy and you need to get into that mindset
i just sit here listening to music, pushing and pulling vertices, adding edge loops, deleting edge loops, adding floating geometry and then trying to find a way to bridge it into the main mesh, and iterating endlessly

your first 100 models will suck mega-balls. but finish them! that's the most important part. for the shader, you want diffuse only. for the lighting, delete the lamps and just use environment lighting for uniform lighting. you can absolutely paint on the model directly and i highly recommend starting it out that way. "shading" is done on the texture. at some point you may want to import it into gimp for various corrections. i sometimes paint with saturated colors and then reduce it in post. it's a bad habit.

ask away, friendo.
>>
>>839179
Post models
>>
>>839179
why should i ask you anything? you're an unimportant nobody, go fuck yourself
>>
>>839212
is this your first day on the internet? lol
>>
>>839212
>>839277
kek
>>
>>836516
Isn't substance painter totally overkill for this type of thing?
>>
>>839399
3Dcoat would be a mildly better fit but it's not like there's such a thing as overkill, you just use whatever features you need and don't use the ones you don't
>>
>>836498
Start by killing urself faggot.
>>
>>839399
i'd imagine it's more about being able to draw straight onto the object. matching seams of a texture is actually pretty hard
>>
>>839648
Yeah UV unwrapping is aids. I just figured it would be necessary to get those crazy low resolution texture sizes, i.e. 128x128 64x64. I guess it depends on what you're going for.
>>
>>839125
ps1~ polycount, this is what most people talk about when they say p1 style graphics,
>>
>>839807
this looks like more of a nintendo ds-esque model, textures look too HQ for a ps1. i mean i don't know really
>>
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>>839849
Its psp really
>>
>>839849
like I said, when people say low poly, they typically don't mean all of the ps1 era limitations, most low poly is has textures that make up most of the detail giving it a fairly unique artstyle.
>>
>>839849
>textures look too HQ for a ps1. i mean i don't know really

Too many colors. PS1 textures are typically 15 bit color, and they would likely have used an indexed palette to reduce the memory footprint further. On top of that, the model as it's displayed here is being rendered at a higher resolution than the PS1 was capable of.

>>839850
>Its psp really
That's 4 times the poly count of the soldier. The soldier is completely within PS1's poly count range.
>>
>>839883
cool, thanks for the explanation. are you a compscifag anon?
>>
>>839883
absolutely not!
They are like this screenshot
I have tried to use a normal polygon limit of a ps1 chatacter myself, its undoable for anything decent
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>>839891
>>839883
Also.
Ps1 used dithering, its aplied at the hardware level, not by code.
As can be easily seen in the reds here
>>
>>839883
>The soldier is completely within PS1's poly count range.
I would say PS2 instead
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>>839892
>absolutely not!
>They are like this screenshot

Looks like I'm busting out this image again.

Not all PS1 games are created equal - or even can be. I've done a lot of investigating into the models of PS1 games. A couple of other numbers:

Dino Crisis player human character models ~750 tris.
Vagrant Story human character models ~400.
Vagrant Story boss models ~700.
Tekken 2 Models ~1200.
Crash Bandicoot original model 512 tris.

The number of polygons the PS1 can pump onto the screen every second is HEAVILY impacted by the effects applied to them - just switching from flat shaded to smooth shaded doubled render time, as did applying texture, as did applying gouraud shaded lights.

Syphon Filter's models are hot garbage because they're using ALL of the PS1's shading capabilites, and it's a game with somewhat detailed environments where you'll routinely 3, 4, 5 characters on screen at once.

In contrast, fighting games, resident evil games, final fantasy games, all have undemanding environments, and very characters on screen at once, meaning the models can have far more polygons.

>>839891
I'm not, but I've done a lot of reading about the PS1, and I've ripped a lot of PS1 models for inspection.

>>839893
>Ps1 used dithering, its aplied at the hardware level, not by code.

It is built into the hardware, but developers had the option to enable and disable it on a per-surface basis.
>>
>>839883
>>840044
>In contrast, fighting games, resident evil games, final fantasy games, all have undemanding environments, and very characters on screen at once, meaning the models can have far more polygons.
Yeah basically this. Those higher polycounts are the only thing being drawn on screen pretty much against pre-rendered background. The huge Vagrant Story bosses were in an empty square rooms with no other enemies. However, if you dump a model on screen and say "This is completely within PS1's poly count range" without saying anything else it is pretty miss-leading because most people are going to assume its in a 3d environment too.
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I made a lowpoly spaceship while watching some boring anime. Its actually comfy to model without having to think too much about details.
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>>840044
But, that peace walker soldier has 2300 textured and shaded polygons, wich your highest polycount model is mostly vertex color.
(Actually, i see now that it is ONLY vertex colors, no textures at all.)
So no, that soldier would make the ps1 MELT
>>
>>840105
>So no, that soldier would make the ps1 MELT

Kind of ignoring the FF8 1476 tri behemoth, aren't you?

The soldier is roughly on par with a Vagrant Story or Dino Crisis model. He's substantially lower than a Tekken or Dead or Alive model. It really depends what else you'd in the scene with him.

Looks like you've posted a screenshot of Fighting Force 2. That's dude's what... 330 tris?
>>
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>>840121
And the textured behemot also has the lowest polygonal count of them all.
>The soldier is roughly on par with a Vagrant Story or Dino Crisis model
He's really not
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>>840121
Also
>He's substantially lower than a Tekken or Dead or Alive model
No...
>>
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>>840220
Wait
>roughly on par
Do you mean quality or fidelity?
Then Yes, their quality is top of the line! togheter with peace walker
>>
>>840220
>And the textured behemot also has the lowest polygonal count of them all.

...which is still 3x higher than the soldier.

>He's really not

https://sketchfab.com/3d-models/regina-from-dino-crisis-2-de18f6e2e32746b29752e657f3177429

Regina would like a word with you.
>>
>>840247
>..which is still 3x higher than the soldier.
Huh? The soldier has 2300 triangles
The behemot has 1400

And regina has 330 triangles, she looks good from a "makibg the best of it" perspective, but snake here looks much cleaner
>>840240
>>
>>840252
>The soldier has 2300 triangles

The SOLDIER >>839722 has 480 triangles.
>>
>>840259
Oopps, i meant this "soldier"
>>839850

Yes yes, that will not melt ANY ps1
>>
>>840302
I was always talking about the soldier. I was never talking about Solid Snake.

See:
>>839883
>That's 4 times the poly count of the soldier. The soldier is completely within PS1's poly count range.

If you thought I was talking about Snake model, then no, that not just too high for almost any practical gameplay use, the size of tome of the details on the gun and eyes would be completely wasted on a 320x240 screen with no floating point vertex positions.
>>
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>>836516
>substance painter
How? It doesn't support nearest neighbor in the viewport meaning it's all a muddied mess while you work, nor does it go below 128 res which makes it an issue for smaller stuff.
>>
>>840640
He probably paints in higher resolution, then shrinks it down and polishes it in PS.
>>
Expert here. Fuck off.
>>
>>840648
That's possible, but it seems like a bit of a pain in the ass to not be able to work in the proper res.
>>
>>840666
>>840640
I dont think he posted any explanations, he just said substance painter worked great
>>
>>840640
https://forum.substance3d.com/index.php?topic=8520.0
>>
>>840692
That's for Designer, anon. Getting it to work in Painter's viewport is the issue.

That said, I did find this https://forum.substance3d.com/index.php?topic=32176.0
>>
>>840734
I guess I should mention it's not on CGPeers, so I guess the 15 dorra fee can't be avoided easily.
>>
>>836498
Been wanting to learn to do it myself at some point. Maybe look into tutorials for box modeling a human and get good at that as a basis. From there learn about UV unwrapping and aligning. The aligning part is going to be super important for nailing that PS1 vibe as it will help you understand how to keep all your texture pixels aligned so they aren't going all whatever direction. Then learn to paint your own textures either on model or in external software. I recommend Substance Painter.

I hope this helps! Good luck Anon!
>>
>>840738
P.S! For simpler forms, you can try sculpting your model with vertex colors and a high poly count. Set up beautiful lighting. Duplicate that model. Decimate it to a ridiculous level so it becomes PS1ish (1k- tris I think). Then bake the colors, lighting, shadows and AO to the low poly. You can get away with this for really simple forms and stuff that will animate without bending like hard surface, guns, metal etc. Do not let it become a crutch. A decimated human model is not a game ready low poly model, it will not animate well! You should learn to properly Retopologize too if you can!

Again, hope this all helps! I used terms you can easily google, I hope!
>>
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>>841920
very nice desk.
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>>841953
Thanks m8
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>>837373
this time specifically he did it because he wanted to abandon the name and his connection to the youtuber/streamer broteam because of the public persona that "circumsoldier" had become
>>
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>>836498
I made a cute lil swat soldier in the style of NDS graphics. I think it looks pretty cool. I could share my workflow step-by-step if anyone is interested.
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The webm wasnt very clear so I'm uploading a gif
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>>844118
Nice work
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i made another lowpoly model today :D
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>>836498
Certainly don't go to a school to learn it...All they teach now is critical race theory and anal fisting...

Can't even imagine the career possibilities out of such...
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>>844246
I like it
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>>844246
looks good
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>>844114
I am interested.
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>>844114
Looks amazing, anon. What's your workflow?
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Mistakes were made
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>>844363
>>844323
>>844250
>>844249
ty ty. I'll upload a big pic with annotations on what i do to get cool low poly models in blender :D
>>
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>>844364
Figured out how to make better looking texture
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>>844398
anon pls deliver ;-;
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>>836498
PS1 could not handle that.
>>
>>836498
This is more ps2 at least, lots of ps2 games dont even have individual fingers
>>
>>844398
he's abandoned us. I'm also very interested in this
>>
>>845055
>>844498
Studying this superman model sheet helped a lot to make low poly (<3000 triangles) models. I even traced it vertex by vertex until I had entire body (without detailed head):
>Pay attention to his knees and elbows, both back and front view. Look up joint topology.
>If your models/game is real low poly and camera view is distant enough, dont bother with rigging shoulders,wrists and ankles. Make those joints in doll fashion (check next pic I post, specifically shoulders in second pic from the left). There's no way to see it from distance, ingame. I wasted weeks trying to rig shoulders and in that time I could have modeled, rigged and textured 5+ assets.
>you should rig hips .
>for animating, I would pick some game (lets say Zelda) and I would adjust camera to side view and take footage of sword swing for example. I would extract images from video frame by frame and import them into blender. Once you trace these kind of animations 2 or 3 times, you'll understand how animating works (anticipation, action, reaction etc.) and you'll do it without any reference. Dont listen to people who say you shouldn't trace animations.
>if you want to lower poly count, dont skimp on joints like elbow or knees. You can skimp on hands, give your character mitten hands or instead of head give him some kind of helmet/mask. It's debatable if this is worth doing for performance. For your game, loading huge textures is way worse then using 10k model instead of 3k model
>>
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>>845331
pay attention how Snakes vest overlaps the shoulder so it covers doll joint. It was definitely done on purpose.

im not this guy btw
>>844398
>>844114
>>
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>>845332
The reason they had limbs not attached to the body was to avoid deformation of the mesh, and back then the only way to fix that deformation was to add more verts and tris which eats up process for the old 32bit systems
Tomb Raider did it, notice her legs, and even they are covered by her hips
>>
>>845334
It's also easier to model detached geo in the first place. My first characters made in the old 3D Studio were all done this way.
>>
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>>845338
It is easy, and if done right, it can look pretty good
my model needs a lot more work before it's finished, but she is getting there
>>
>>845331
>The reason they had limbs not attached to the body was to avoid deformation of the mesh
Even with higher polycount they are bitch to rig properly if youre a rigging amateur. Inadequate rig job = deformation.
>>
>>845347
was meant for >>845334
>>
>>845347
>they are bitch to rig properly if youre a rigging amateur.

And in the early days of the PS1, almost everyone was a rigging amateur. A lot of the staff available to the gaming industry back then were 2D artists who'd gone through a crash course on 3D days after being told the studio they were working for was going to make a 3D game.
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>>845341
cute
>>
>>845341
qt
>>
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>>845737
>>845783
Cute yes, but she still has a long way to go before she is ready
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Is this doable in a day or two for a complete noob? This is the fidelity i am looking for.
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>>846836
bump
>>
>>846836
>>846837
Yes, easily
>>
>>845341
cute
>>
>>846872
where do I begin? Rip the models and import in Blender? I don't know the first thing about 3D modelling.
>>
>>846885
>I don't know the first thing about 3D modelling.

Start by fixing that.
>>
>>846945
where to begin?
>>
>>836498
>>836502
>>836503
>>836504
>>836508
>>836509
>>836515
>>836516
>>836527
>>836543
>>836548
>>836866
>>836889
>>836901
>>836916
>>836921
>>836955
>>837113
>>837115
>>837208
>>837216
>>837373
>>839125
>>839179
>>839180
>>839212
>>839375
>>839399
>>839407
>>839435
>>839648
>>839722
>>839807
>>839849
>>839850
>>839880
>>839883
>>839891
>>839892
>>839893
>>839926
>>840044
>>840049
>>840083
>>840121
>>840220
>>840221
>>840240
>>840247
>see ps1 graphics on youtube
>click it
>get recommended blender/making ps1 video games
>start using blender
>visit /3/
>realize youtube recommended the same stuff to a ton of people, shifting public interest in that direction
I've noticed this with politics/computer science and other stuff, how many of our interests are genuine and randomly stumbled upon, and how many are artificially derived from YouTubes algorithm pushing things upon millions?

Are my interests and personality the product of algorithms trying to assimilate us?
>>
>>846985
your interests are a product of your genes and environment. you are nothing but an automaton, a vessel for your genes.
>>
>>846989
so it's not my fault I hate niggers?
>>
>>846990
yes it is YOUR fault, but YOU have no autonomy
>>
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>>836498
The real issue is when you get ok at it and start wanting to move up to 'real' quality models.
>>
>>846985
youtube can try and push a fuckload of shit on you, but if there was no interest at all from the get go, you wouldn't care. The algorithm is so good at predicting things you would like that it will get you down a rabbit hole, and the only time it stops is when they put their hands into the algorithm, politics wise im center leaning left, however the left went so far left Im closer to the right then I am to the left, youtube wants to push me into that retardedly left side, but that's a big no from me galvanizing more right leaning views.

take this as an example, a few years back abortion rights were pushed to 'anytime before contractions' in a few places, youtube tried to get me to go 'oh those evil conservatives caring about life till it pops out' but what it had me do was recoil in horror at how far the left was going shifting my view on abortion right. there are more examples but this is one of the easier ones to point out. for the record I believe in abortion and abortion as a contraceptive is necessary evil, but instead of a court ruling, I believe we need an actual law for this.

more or less, you are not shaped by what youtube pushes to you, you are shaped by what the algorithm feeds you that you would like, and when youtube puts their hands in the cookie jar, they fail more often than not.

for /3/ specifically, you end up in small niches so these small niches are tightly knit together.
>>
>>836498
I posted in another thread already but here is my first piece I made the other day, I fucked up a lot but I finished it regardless.
>>
>>847405
Textures good, model bad.

Still, it's presentable for what it is.
>>
>>847520
Yeah, I had a few issues with the model, so I didn't fiddle with it too much. Thanks for the input.
>>
the PS1 / N64 / Early 3D aesthetic ("Retro 3D") is appealing for several reasons:
>for indie devs Retro 3D offers a realistic path to creating 3D games as a solo developer (DUSK, Minecraft, etc)
>Retro 3D is tied to nostalgia relating to the games people played growing up which sparked their imaginations and birthed their love for gaming and 3D art
>Retro 3D limitations required strong artistic skill, planning and thought to successfully immerse the player and visually communicate. As such, the shape language, color theory, and visual clarity of Retro 3D is superior to modern graphics (hence the need for glowing icons and waypoints for every modern game).
>Stylization is to Realism as Painting is to Photography. Retro 3D requires strong stylization to communicate and as such are far more visually interesting. The art museums of the world are filled with paintings rather than photographs for a reason, humans enjoy the abstract and the unique more than the dullness of reality.
>Less is more - our games fill in the gaps with limited visual communication very

If we look at a game like Banjo Kazooie, the UI elements only exist to count collectibles, all wayfinding and exploring the world is explained visually. Take Thief 1, if you were sent to find a key to open a door, you would visibly find the key on a desk and pick it up. In a modern game, you would need a waypoint to the desk and a glowing icon for the key to visually find it amidst all the "realism" and detail.

For these reasons, I believe the Retro 3D trend is here to stay and has many beautiful creations yet to be explored, just as pixel art has stood the test of time.
>>
>>846985
I believe in some kind of hivemind. I was thinking about creating a lowpoly ps1 style game for 15 years, now I start making it and the style is suddenly shilled everywhere
I wonder what's next.. text based games I guess because that's my next idea
>>
>>847544
humans share concientiousness
>>
>>847544
>People with similar ages and thus birth and growth ages and similar cultural experiences have similar influences
How could this happen?
>>
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>>836498
that's for PSP.

This is what you should be aiming for
>>
>>836502
lmao this.
>>
>>836516
thicc
>>
>>840676
this is pretty high poly, it just has grainy textures
>>
>>846836
For sure. Especially once you get comfortable with extruding faces (the "E" hotkey), scaling ("S" hotkey), and switching between vertex (the "1" button under the F keys) and face selection (the "2" button under the F keys).
>>
>>847405
Looks good anon. Finishing models can be an accomplishment for people at the beginning. So good for you.
I would add one more edge loop in the upper part of the neck so it's not a straight line up. That would also retain the head shape while giving the base to the top of the neck a more realistic look.
But the textures look great. What technique did you use to get that texture to look like that? And what did you do to get the pixel look on the edge of your model?
>>
Holy shit this board is dead.
>>
>>836508
This is honestly the only real correct answer. It's this obvious.

Any 3D software package can make low poly PS1/N64 era game art. The workflow for those assets is extremely straightforward.

>boxmodel mesh, add bones and shit if it's to be animated.
>Single image Unwrap with best use of space possible
>Paint the image texture in whatever. Max size 256x256..
>Export texture as targa ( A lot of old game engines liked to use targa for some reason )
>apply stuff and done
>>
>>848841
I apologise for not replying for two months, but thanks for the response regardless. I used UV Mapping for the textures, as I spent a very long time trying to figure it out on my own, I had a friend who dabbles in blender and he showed me.
Getting the pixelated edges I used this tutorial, and I think chose the second option.
https://youtu.be/Gf5KP5ugLrA
>>
>>848841
Also, the actual textures were made on a 128x128 canvas. The head texture I just sized all the way down in photoshop.
>>
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How do you guys think Graven is handled in terms of PBR? Normalmaps seem a pretty obvious no-go, as are AO etc. Just diffuse, roughness, and metallic?
>>
>>851680
Looks like it
>>
>>851680
extract the game content and take a look at their maps
>>
>>845331
thanks for your input. Much appreciated
>>
>>847055
>confessing to being so gullible his political views are based on spite
this is so sad,. go outside you fat little man
>>
>>852358
I gave you an example of youtube putting their hand in the cookie jar, and how shoving an extreme position in my face makes me wonder what the fuck is wrong with people even close to thinking that that they dont expel those fuckers from their ranks.

the example is political because its one of the places they constantly try to get people to engage with but on their terms. you want another one, van life was something youtube pushed hard for a hot minute a few years ago, but that doesn't have an unintended effect, it just got annoying.
>>
>>846989
Haha, look and laugh guys, a Newtonian.
>>
>>852549
Only if you're surrounded by /sci/ folks do you get to point and laugh at em. Out here amongst the everyday people they're head and shoulder over their peers.
>>
>>852552
Wait but I majored in bioengineering, guess that explains it kek
>>
>>836498
looks more runescape like
>>836504
honest mother-fucking question
why cant you find anything more interesting to work on? did you see some random video on yt of someone talking about ps1 graphics and decided "yes, this is what i want to dedicate next 2 years of my life for"?
>>
>>847544
>I wonder what's next.. text based games I guess because that's my next idea
up next is gritty piss brown filters over everything because that's what 7th gen kids grew up with and is a good contrast to all the overly saturated games coming out now.
>>
bump
>>
So?? Has anyone rediscovered the secret to recreate ps1 graphics?? Or was that knowledge permanently lost to mankind??
>>
>>853019
sculpt a life like model
render photorealistic front + left + back views
now is the hard part u want to make a few cubes in the general shape of human but make sure it's just cubes NOT realistic detail
now take ur texture and put it in photoshop, click "mosaic" filter and tweak the slider until it looks just right, this might take some experimentation to find the right value.
then map your completed texture onto your humanoid cube
ta-da!
>>
>>853019
ask the devs
>>
>>836498
any good tutorials for texturing and pixel art for 3D models?
>>
Thread theme:
youtube.com/watch?v=RQoVHqveQ98
>>
>>853929
Blender doesn't even let you go all the way down to 1px brush size. It's not ideal. Here's a video that was a bit helpful for me: https://www.youtube.com/watch?v=0mZnWgdotZs
>>
>>853947
so what should I use for the texture instead? photoshop? once I have a UV map how can I export that?

I really need a "pixel textures for retards" tutorial. That video is nice for the artistic aspect of pixel 3D art, but not the technical aspect (at least that I can understand)
>>
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>>853953
You could make your pixel art first, then wrap it around your model, sort of modeling towards the texture. You could model first, then uv unwrap precisely with colored islands for identification. Blender has an edit with external program option for textures too, but it's a bit janky. I'm still really unfamiliar with the blender texture and uv editors, but here's an example. I'd appreciate any advice too.
>>
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>>853956
well I figured out you can export the UV map skeleton to krita (which the guy used in that video)

I just need to figure out how to make sure the texture stays pixelated and not blurry when I put it back into blender
>>
>>853957
Click linear on that image node, and switch it to closest.
>>
>>853958
oh fug thanks thats perfect
>>
>>853958
do you know if theres a way to just paint onto the model? translating this opened UV map into 3D is a pain in the ass
>>
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>>853962
I figured out how to get decent pixel painting straight onto the model

now I just need to work on improving my UV map
>>
>thread is STILL up
wow
>>
im using maya, how do i get that pixely texture, does that have to be on the source texture like that?
>>
>>836498
hah this model is my inspiration too, though its not really ps1 style
>>839399
texture painting in blender makes me want to kill myself, I hate the adobejew but I may have to admit defeat and just use substance
>>
>>855430
change the filter type of the texture in the image node (under filter attributes). It needs to be turned off if I remember correctly.
>>
>>846985
protip:
don't stay permanently logged in into YT or at least delete your search history and the rest of the histories regularly if you want to make it harder for them to spam you and manipulate you with shit.
If you get an dynamic IP from your Internet provider make good use of it and regularly reboot your router so that you get a new IP every week at least.
Use different browser for different things and have at least one where you never log yourself in into ANY user account.
Use other search engines than google and mix them up / switch them around / rotate through them.
Ignore recommendations/news/enterteinment from big tech companies, don't let them push stuff into your awareness, don't allow them to abuse your Dopamine system, rather (re)search intentionally for topics that interest you. Act goal oriented, don't float around aimlessly and waste time.
They want to manipulate and program you like people in the past where programmed by tv and radio, but this shit only works if you accept the ancient transmitter / receiver mentality that is the backbone of propaganda and manipulation.
Don't let them trace and feed you, rather suck them dry for what you want, ignore the rest and stay as anonymous as possible.
Drowning them in noise is also a possibility. I regularly put some music playlist on perma-play with countless single tracks from music genres I enjoy and it wipes the trash from my YT starting page and replaces it with music recommendations (something I find quite practical and helpful).
>>
>>846974
Blender Guru donut, followed by Dikko character creation - both on yt.
>>
>>846974
imphenzia on yt if youre just interested in low poly, youll be able to make low poly shit in 10 minutes.
donut meme tutorial if youre interested in more than just low poly shit
>>
>>846985
>how many of our interests are genuine and randomly stumbled upon, and how many are artificially derived from YouTubes algorithm pushing things upon millions?

I've been into this crap since the 90's.
>>
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>>847544

It's not so much a Hivemind, more so people relating to a common cultural theme.

Like how people believe more in making or finding their own sexual partner or girlfriend online instead of futzing around with Women.
>>
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>>846985
What you're describing is the literal definition of a meme.
>>
>>846989
Fuck off Liquid
>>
>>836498
That looks like something that would be on a PS2 game. Maybe the hat would be a bit smoother but that's it.
>>
I can't into youtube guides or video guides in general. If someone knows of a decent text guide or even a book to read, I'd appreciate some recommendations.
>>
a propos... has anyone achieved affine texture mapping in blender? imo it is critical to get the true ps1 texture warping effect. i've seen people faking it by distorting the UVs, but the trained eye can spot the difference. but why am i even asking... just render it in unity or even godot with a proper shader
>>
>>836498
start by looking how an actual ps1 game looks like
>>
>>846985
>Are my interests and personality the product of algorithms trying to assimilate us?
yes, but also there are 7.8 billions humans on earth, surely some of them share your same interests
>>
>>853947
that van has like 10 draw calls, anyone following that video should try to use just 1 texture for everything
>>
>>854157
:O that looks nice ! how'd you get it like that?
>>
>>836543
Not OP but also interested in low poly game development, that reference image set up looks really wacky, but its taught me that the issue is really just drawing a well proportioned reference. I'll be heading to drawing tutorials.
Thanks!
>>
>>846985
> be renderfag
> watch renderfag videos all day
> see renderfag video in recommendations because of it
> "AI IS CONTROLLING OUR MINDS AHHHHHHG"

you're fucking retarded.
>>
>>836516
>SP
How? Making pixelated textures isn't that easy you know unless he manually draws it then convert it to pixelated texture in photoshop
>>
>>853019
N64 fuzzy textures are more elusive imo. I only know a few games that have done it.
>>
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>>853019
Yes, they even have the texture pop down. Sadly "gamedev: is all Unity and Unreal now, so unless you use those you need to roll a custom solution in your rendering package.

Just disable texture filtering and use full-bright or minimal lighting
>>
>old game's low poly models
>pixelated or fuzzy/blurry textures, with actual detail, has a rough look

>new games with low poly models
>textures are literally a solid color, nothing else, poly count is also much higher than usual, diminishing the effect heavily

Sigh. I wish retro-styled games had pic related type of models
>>
>>861567
Oh and I want to add, yes the jinjo in my pic is a solid color, but notice the edges of the polygons are darker, whereas a game like donut county for example has barely distinguished sides of a surface
>>
>>861568
its vertex colors homie.
>>
>>861569
Ah, didn't know the name. Well I like those then.
>>
>>861572
Same, vertex colouring is great.
>>
>>836498
looks cute
>>
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>>861572
>>861573
Spyro used vertex colours for the sky box and shadows
It's a great look, I hope it makes a comeback
>>
>>861836
This also necessitates having enough tessellated geometry to work with or things like shadows get wonky.
>>
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Vagrant Story is a master class on vertex coloring.
>>
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>>861856
ps1 required tesselated geometry anyways or you'd get severe texture warping.

it's a large part of what differentiates the environmental aesthetics of the n64 vs the ps1

since n64 was perspective-correct, you could have landscapes be huge single tris.
>>
>>863000
It still blows my mind how Spyro was able to get away with such large beautiful environments on the PS1.
>>
It's been done to fucking death, stop

You're just one more faggot on this train, it's too obvious, and if you're asking where to start you probably don't have the vision to be truly great at it anyway. Do something original
>>
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>>836498
>make low poly models
>apply grainy textures
>profit
pic semi related
>>
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>>836498
>I want to make low poly
YIKES !
>like pic related.
ULTRA YIKES !

Let me tell you this high poly modeling is hard however low poly modeling is the same thing only x billion harder.

Simply start high poly modeling trust us on that one.

Not only do you need to model in PS1 models style you need to know where to place the visible vertices to make them look nice.

You can low poly model fast only it will literally never look as good as your example. High poly modeling is like modeling with clay.

To get these low poly models entire studios made the character first on paper then debated how to place the vertices.

Low poly modeling will look like this if you try it
https://www.youtube.com/watch?v=eBOcbYHexAM
>>
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>>863451
Overly long tutorial for something so simple.

Here's a quicker walkthrough, and one that specifically addresses PS1 style aesthetics. https://www.youtube.com/watch?v=ke69RVDMyTM
>>
>>863451
>Let me tell you this high poly modeling is hard however low poly modeling is the same thing only x billion harder.

He didn't ask how to make easy (or fast) 3d, but how to do low poly 3d.

And yeah, corporates might discuss where to place vertices, but such is the way of corps. I work at a place where we discussed the wording of a process decsription for about 4 months with daily 2 hour sessions and ~10+ people present. Never look at how big companies solve problems.
>>
>>863021
It was one of the first games to implement LODs
>>
>>863730
Virtua Racing (1992, Arcade) did LOD
X-Wing (1993, PC/DOS) did LOD
>>
>>836498
can we use unreal to make those?
>>
>>863747
Yes, why couldn't you?
>>
>>863511
This video is the definition of this picture.

>So simply quick model this low poly character
>I'm not going to show you how I have made it
>I just fondle with the back bit for some time
>Now since everyone has this exact model made lets put some textures on it
>So put some texture on it and lower the resolution
>And put the texture on the model.

Yes every idiot can put a texture on a model.
That video can not be disliked enough !
>>
>>863723
>And yeah, corporates might discuss where to place vertices, but such is the way of corps
The point is that you will need to do this debating since the rotation of 1 vertex can totally change the look see the OP picture and her hat see the point ?

In High poly modeling it is like clay and no one cares simply change the shape.

>He didn't ask how to make easy (or fast) 3d,
NO he asked for PS1 style models and I answered it.
>>
>>836498
although i would absolutely love to read through all the replies carefully to see if my question has been asked (even though i will eventually regardless), i am lazy.
would you do this with box modeling or sculpting? i have zbrush pirated and maya from my school but i have no idea which one would be more ideal for this kind of model because the only modeling experience i have is from making a shitty breadknife sword for a video game project i was programming on
>>
>>863822
>i have is from making a shitty breadknife sword for a video game project i was programming on
AHAHAHAHAHAHA
Live stream your attempt it will be comedy gold and enrich the cultural wealth of humanity.
>>
>>863822
IMO it makes more sense to box model rather than sculpt, I mean you could sculpt and then retopo, but why?
>>
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>>863824
what attempt? i did it like half a year ago
it's literally just "babby's first sword model" lmao
>>863826
good point, thanks
>>
>>863828
>what attempt?
The PS1 models you plan on making.
>>
>>863830
oh shit i'm retarded
i mean i might but i'm busy with college for the next 3 weeks, then again i guess not much will happen on here in the meantime. if i do try something i'll end up posting the attempt somewhere on here eventually so uh, just keep your eyes peeled or something
>>
>>863822
It's best to box model low-poly assets, that way you'll have substantial control over the individual vertices and be able to make creative use of tris.

I've tried doing sculpt --> low-poly retopo before but retopo as a technique just isn't suited to the non-uniform geometry you need for low-poly
>>
>>852588
If you can find a way to simplify the asset development process the scope of your game increases significantly.

So in the time it takes you to model 3 buildings realistically you can model 3 towns in low poly.
>>
>>863511
>Overly long tutorial for something so simple.
His video was a demonstration of how shit low poly will look if you try to learn low poly before learning high poly, not a suggestion for a tutorial to watch, retard.
>>
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>>863959
>how shit low poly will look if you try to learn low poly before learning high poly

I didn't start with high poly and my shit doesn't look like that. Honestly, I suck at high poly.

It's a nonsense concept. Go back to 1994-1996 and the gaming industry was full of artists who had never made a 3D model in their life, working on computers that would shit the bed if asked to do anything with more a few thousand tris in realtime.

They didn't start off making 50k tri sculpts, and you don't need to either.

They worked from 2D reference images from concept artists.
>>
>>864099
This.
>>
>>864099
because they didn't have the option to
>>
>>864099
also doesn't change the fact that your reading comprehension is lacking
>>
>>864106
>they didn't have the option to

They did if they were at a studio with enough money for a literal supercomputer. But no, they still didn't take that approach.

There was really no reason to make high poly models as starting points for low poly models until around 2005 when baking normal maps first started to become a thing. Before that, making a high poly model was just a waste of time because you'd never do anything with it other than prerendered cutscenes and promotional material, but that was already going out of style by the tail end of the 90's.
>>
>>864112
the issue is trying to learn a stylized look before a realistic look will make your results shit in 99% of cases. the artists making low poly in the 90s didn't start their entire career on low poly, they learned 2d shit before that.
>>
>>864118
>the issue is trying to learn a stylized look before a realistic look will make your results shit in 99% of cases

There's some truth to that, at least. It's not 99%, but it's high.
>>
>>864125
I admit that was hyperbole
>>
>>864099
I need your hip topology
For research purposes
>>
>>862993
Got more of these? or where to get them? looks amazing
>>
>>849596
>boxmodel mesh
two words into the "extremely straightforward" approach and i'm already lost.
>>
>>864183
80 IQ post
>>
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>>864153
Sure.
>>
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>>864193
You can view models with github.com/morris/vstools.
>>
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>>864194
>>
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>>864140
Front image is from a low angle because the ammo pouches were in the way.
>>
>>864193
>>864194
>>864196
they look stunning, gonna try and check the tool, thanks
>>
>>864196
wow, the difference between the albedo and the addition of vertex colors in this one is crazy. gonna give baking lightmaps into vertex colors a shot for a project im working on i dig the vibe
>>
>>864231
>i dig the vibe
zoomer cringe
>>
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>>863451
>low poly modeling is the same thing only x billion harder.
Nonsense. I started getting serious with 3d by making custom Warcraft 3 models. Making high polygon models now is way harder and takes way more time. I did pic related around 2011.
>>
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>>864394
Nowadays I can spend hours reworking topology. Shoulder rigging made me want to tear my hair initially. Not only you need a diffuse texture, you need a high polygon model to make a normal map, metallic, roughness, emissive... the amount of work required has tripled.
>>
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>>864394
This is another of my last models.
I don't understand what's so hard about low poly. You have to try to shape the model using very few polygons. Then you use the texture to add details. That's it. You can even paint your textures in Photoshop though for later models I used Maxon Bodypaint 3d back in the day.
>>
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>>864405
And this is one of my earlier models. I didn't had a drawing tablet when I made this one.
>>
>>864396
>you need a high polygon model to make a normal map, metallic, roughness, emissive
Pfff...I just paint all that myself for mobile & NPR work
>>
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>>863822
>>863826
>Box modelling
It works for most people, but I don't like it. I use a 4 vertex plane and start extruding edges to shape the model little by little.

>>863899
>I've tried doing sculpt --> low-poly retopo before but retopo as a technique just isn't suited to the non-uniform geometry
Not true if you don't want extremely low polygon characters. If you aim for ~2000 triangles it's doable.
For this job I thought it would be faster to sculpt the head. So I did the head in zbrush then retopoed it and then made the body in 3dsmax and textured it. Didn't get to texture the body because the client thought it cheaper to reuse another body he had somewhere else. As you can see the model was about 2000 triangles total.
>>
>>864196
Hasn't regular lights and AO maps replaced this technique.
>>
>>>>864408
So you paint the normals too? I've seen an anon in another threat getting good results doing that too but still, it takes more time than just doing a diffuse.

>>864413
Oh yeah, I thought it would be faster to sculpt it because I didn't intent to add details nor really finish the sculpt. I just wanted to get the head shape right.
>>
>>836498

Here's a more detailed modelling tutorial. It's for 3dsmax and it doesn't cover texturing but you can extrapolate form it.
https://youtu.be/fjHCxo-0jMo
>>
>>864394
>>864396
>>864405
pretty sick anon desu

i do think people can get lost in the simplicity of low-poly and overthink things. it is kind of hard to say a lot with a little, and to have things be simple but still make sense, while also not looking like minecraft squares.

imo textures really are the true key, and actually require a fairly extensive knowledge of painting/drawing skills
>>
>>864394
>>864396
>>864405

That's some good shit right there.
>>
>>864407
badass reminds me of AVP Extinction
>>
>>864430
i mean i always planned on doing it eventually but damn guess i gotta learn how to draw now
>>
>>851680

Graven is diffuse only.
>>
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>https://store.steampowered.com/news/app/1260940/view/2996562204126596659
The Core Decay team did a decent writeup on their art process
>>
>>864606
>Indie hipster shit riding the retro dick
"look zoomers, oldschool is cool. buy our game. fuck you."
>>
>>864206
Thanks anon!
I always have a hard time maintaining volume when the legs are raised forwards
>>
>>864681
I find it helps to have little bit of pelvis weight on the back of the upper thigh.
>>
>>844398
Where is it?
>>
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>>840640
anon, check out PIXEL8R, it's not free but it's very solid and produces lots of good results for substance

the game Graven for example has used it.
>>
>>839850
https://youtu.be/2FcQlMZH3lc?t=4
>>
>>865964
https://youtu.be/5tCkcCT1QAE?t=4
>>
hi everyone i just want to say you guys are cool
>>
>>864396
>>864394
>>864405

bro you have actually inspired me to try getting into this type of low poly 3d, Warcraft 3 is the entire reason I ever got into modding and therefore game design. These are insanely good. I've always done environment stuff when it comes to modelling but I'm trying to get better at characters.

I know my textures will be ass but gotta start somewhere.
>>
>>864328
that slang is older than you anon, what are you on about? zoomers will look at you funny if you said that to them.
>>
>>864414
Regular lighting tends to be pretty terrible with lowpoly models. You end up having the edges of geometry showing way harder than you'd actually want.
>>
>>866948
OK Boomer
>>
I fucking hate this board.
>>
>>847544
the word you are groping for is zeitgeist.

>>864611
why are you in this thread, riding the retro dick is the whole point
>>
>>836502
that's what happens when you don't do 3d
>>
>>861836
>tree over the trim
this always triggers me
>>
>>867847
good.
>>
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No cap & on god: it doesn't get better than pic related.





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