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Newfag here, I want to make low poly PS1-esque models like pic related.
How do I start?
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>>836498
...I've been in this thread before, how many times, this nightmare loop never ends...
>>
Check inside your anus.
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im sorry bros i don't want to be annoying...
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watch tutorial for software of choice
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>>836498
You can't it's literally impossible, don't even try looking it up.
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>>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
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>>836498
start by doing it
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Get out of my head, cris
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>>836516
Yes but how? I want to make Robot Joe 3D models too.
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>>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
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>>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
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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.
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>>836498
>weeb
give up, get out
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>>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?
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>>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.
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>>839179
Post models
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>>839179
why should i ask you anything? you're an unimportant nobody, go fuck yourself
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>>839212
is this your first day on the internet? lol
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>>839212
>>839277
kek
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>>836516
Isn't substance painter totally overkill for this type of thing?
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>>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
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>>836498
Start by killing urself faggot.
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>>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
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>>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.
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>>839125
ps1~ polycount, this is what most people talk about when they say p1 style graphics,
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>>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
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>>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.
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>>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.
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>>839883
cool, thanks for the explanation. are you a compscifag anon?
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>>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
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>>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.
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>>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
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>>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
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>>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.
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>>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
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>>840252
>The soldier has 2300 triangles

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

Yes yes, that will not melt ANY ps1
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>>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.
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>>840640
He probably paints in higher resolution, then shrinks it down and polishes it in PS.
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Expert here. Fuck off.
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>>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.
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>>840666
>>840640
I dont think he posted any explanations, he just said substance painter worked great
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>>840640
https://forum.substance3d.com/index.php?topic=8520.0
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>>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
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>>840734
I guess I should mention it's not on CGPeers, so I guess the 15 dorra fee can't be avoided easily.
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>>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!
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>>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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