Hey guys, anyone else a fan of this style?>Low poly low res>Flat emission lighting>Geometry beyond simple quads & perpendicular facesPost more if you have them. I struggle to find this stuff
Also no filters
>>958767That is the worst faux scanline filter I have ever seen.
>>958765Is this low poly or is it using some texture trickery to give it more detail?
>>958761stick to your containment thread, cris. nobody likes you.
>>958816cris couldn't make things like this
>>958816Stfu you fag, low poly is peak aesthetics.
>>958802the fuck do you even mean???like, elaborate??????it's a completely normal low poly mesh???
>>958871the twirly bits on the hair, the upper part of the legs. is that just a transparent texture or what
>>958874oh, that's what you meant. ye, texture with transparency.
>>958761I love this style
Please post wireframe for this style. I can't get the face right unlike the body
>>959228pretty sure the face is all in the texturing
>>958766>>958767I want MML3 so bad bros. It hurts.>>958763What's this from?
>>959471I played the demo about a year or two ago, there is something new?
the real heavy lifting is the textures here, not the model
how to get good at making textures
>>958761>low poly jiggle physicsSEXOOOSEEEEEEEEEEEXXXXOOOOOPLAP PLAP PLAP PLAP PLAP PLAP PLAP PLAP PLAP PLAP PLAP PLAP PLAP GET PREGNANT GET PREGNANT GET PREGNANT GET PREGNANT GET PREGNANT GET PREGNANT GET PREGNANT
>>959308This past week I started using Blockbench during my downtime at work. This is the best model I have made so far.
i know /v/ will not care but i was doing my game inspired by megaman legends graphics.
>>959894How are you doing the terrain? I love that angular look.
>>959992with love and passion, basically marching cubes
>>959994>marching cubesAh, it has an actual name. Thank you!
>>959890>>959890Looks pretty cool anon.Now make a cute anime girl to pilot it>>959894Nice.Now please tell me it's not a "Minecraft, but with more detail" thing
>>959894Looks Dope anon, what I don't like much is the cubes when you dig, it's too derivative and doesn't fit the style
>>959890Nice, I agree with >>960028Make animu waifus
>>958761I like low poly models and fuck it's really easy and a timer saver to make them but I prefer higher polycounts. I aim for about 15k triangles for body + head naked.
>>958764holy shit, vlad?
>>960053Mid-poly is just better.
>>960053>>960125It's just a matter of preference, I think that low poly has more charm, also I am not sure about the time, I can make mid poly models really quickly, even quicker than models with lower poly because it's easier to make a siluette that works and is readable
>>958762how to do you achieve this look, the little square dots n all makin it look 2d but 3d at the same time type thing, how do you add that to a 3d model / a render?
>>960191I've never tried it, but I guess it should be pretty easy in a shader.You could specify that colors (or values) in a certain range should be achieved by dithering, and determine the dither colors based on screen-space coordinates accessed in the fragment shader. For alternate effects you could dither in uv space or in world space based on the normal, etc. etc.
>>958761Is good style, I like
>>960191The pattern itself is called dithering or ordered dithering when it's in a checkerboard pattern. The way it's used in the image above is similar to how Super FX titles like Star Fox used dithering as an early way of giving faces lighting without going over the color count. although in this case it's used for faux 3D transparency rather than color. I use dithering in a lot of my pixel art work, picrel only uses 3 colors. I've found for flat textures places like https://doodad.dev/dither-me-this/work pretty well. >>960192 might have a better answer for making the render work similarly to the SNES.
>>958761>>958765>>958789I love this style. it's not the style I'm doing but I'd let you convince me otherwise if you want to take a commission. I'll pay no matter if I end up using it or not obviously.>>959471release date when?!
>>958761>struggleIt's not crazy hard to find. Art sites are cluttered with them and there's a new low poly game that comes out every few months. Is this just some autist thread that I should avoid?
>>960814>It's not crazy hard to find.Post them!
If anyone has any resources in order to get into low-poly could you share it? I'm only interested learning low poly stuff but I guess i'm not looking in the right places. Thanks for anything.
>>961109I recommend Blockbench (https://www.blockbench.net/), but I am not expert. I made >>959890 and pic related for a game I am trying to make that is pretty much a StarFox clone set during the 1st Gulf War.
>>961110Hey man thanks and those look pretty good! I definitely aspire to do stuff like that but we will see i guess.
>>958761@lordstingray on instagram does an insane job of creating animations in this style
>>958789im an r tard can someone post wireframes of this style? I'm not sure how to model the heads and hair. actually I've looked for tutorials for modeling "megaman legends style" but can't find anything or any artists really
>>961208very cool dude nice post
>>961109Blockbench(Free) and Crocotile(Not free) are both good, easy to pick up options, especially when it comes to texturing. There is also an option of using Aseprite + Blender + plugin that connects the two called Pribambase (allows you to draw textures in aseprite and autoupdate them in blender in realtime, project UVs to aseprite, etc). While its not as convenient as using a single program and requires a bit of setup, the benefits of having both blender's and aseprite's features definetely make up for it.if you decide to give it a go, these 2 vids will get you started with the tools:https://youtu.be/RQVAUaSUP-k?si=Mdi4VzNpNtjKuyNzhttps://www.youtube.com/watch?v=70wyQhKyxFwand here's a little collection of various resources related to the style:https://github.com/recatek/polypixel-wiki/wiki
>>961196You can download the models herehttps://www.models-resource.com/playstation/megamanlegends2/https://www.models-resource.com/playstation/megamanlegends/
>all these kino models>no textures and UVs
>>958763Is it even possible to render stuff like this in Blender?
>>961302Yeah, why wouldnt it be? Plenty of people make cool PS1-looking stuff in blender.>>959472 >>958763The name is "Fermata on the pithos" btw. Its a videogame in development. Or more like it was in development, because the dev stopped posting stuff a while backhttps://www.youtube.com/watch?v=1_Rz4ha9EKAhttps://twitter.com/kyu_fu/media
>>958761source on this?
>>961240this is awesome ty!
What artstyles are laying between the low poly and high poly? I desperatly need inspo to find my artstyle and it's an emergency
>>958761I make this type of stuff!
>>961471PS2's blend of detailed(but not high poly) characters and low poly environments maybe?
>>961109Hexagreat3D and its successor, 3DAce, and other things related to Mikumiku Dance.
>>960988>>960527>Zero replies Aaaaaahhhhh
>>958761Try #picoCAD on twitter.
>>961623That gray shadow looks so bad. What a way to ruin a good model with bad lighting.
Has BlockBench ever been used for anything outside of Minecraft or would it be better to just use Blender for these kinds of models? Complete /beg/ newfag, I made this Cloud in Blender and the motorcycle in BlockBench and the bike was infinitely easier
>>961647Nice I just finished pic related all in BlockBench.
>>961647Yeah, people absolutely do make things other than MC models in blockbench. See picrel. But If you're talkin about using said models for games, then i doubt many people use blockbench.Using either is fine. Blockbench was literally built for this style, so its naturally easier to get into, but modeling lowpoly doesn't require much technical skills, so with some practice blender will be just as easy to handle as blockbench. Blender however does come with more tools you might wanna use later (material editor, compositing, more in-depth rigging and animation tools, etc). if you feel like you'll just be making your lil models with handpainted textures and simple animations for them, then blockbench will do just fine, otherwise i'd stick with blender.
The Blockbench Discord is very active, lots of models posted every day. The blocky Minecraft style can be a bit hit or miss for me, I prefer more of a solid mesh, but there are people good at both styles. The Crocotile Discord is less active but there are good artists there too.
>>958761Shes super cute, wish i could 3d like this. Albeit ill need something more complex as my bigger dream is making a certain type of 3d game and this just wont do for what i dream of.
>>959894Lel funny seeing you here anon from the aggies
>>961901Ive seen it before too but lost the source.
>>958761This is literally 90% of the mesh from mega man legend's roll and/or tronne. This is essentially a reskin, likely view paintover. You guys worship the lowest common denominators.
>>961901It's by Valo, the same guy that did the one I posted here >>961687
>>962066No? Same style as MML but the mesh is completely different, the girl in the OP has actual thighs for one
>>961225this is great
>>962070Any idea what kind of texture res is he working on for that mode? And does he texture in blockbench or in aceprite or something else?
>>958761I LOVE this style
>>962169Looks like 256x256 and he paints on the model in Blockbench for the most part. Also sounds like the UV process is no better than Crocotile. Crocotile has been fun as a total 3D noob but I get burnt out fiddling with UVs. Going to have to try Blender next I guess.
>>962262what do you need to learn in Blender?
Got a question, hope I don't come off as a retard ,but what program should I start with if I want to make anime,toons,low poly,and stuff like that, I have no interest in realistic at all. The main two I heard were Zbrush and Blender.
>>962266Blender will have everything you need as a beginner, even the sculpting is decent.
>>962264Everything. I never really tried it. I don't know what I don't know. But I get the sense that there are more UV tools - various projection options, and UV mapping plugins to automate the process. Might also be nice to experiment with bashing meshes together and/or sculpting, not worrying at all about mesh integrity, just focusing on design. Then retopo to a clean mesh. Then worry about getting a pixel perfect texture. Though I guess with the pixel art texture style there might always be some level of fidgeting with UVs by hand. One guy's Blender process: https://sketchfab.com/blogs/community/art-spotlight-low-fi-spider-tank/
>>962267Thanks,I guess in the long run Blender would be the better option in case I also wanted to learn animation which Blender can also do right?
>>962269Yep, which Zbrush can't do at all
>>962268>https://sketchfab.com/blogs/community/art-spotlight-low-fi-spider-tank/wow this is greatI am one of those people who are stuck in tutorial hell, I know a lot of things but I hardly do anything. If you would like to learn something specific tell me, and maybe I can explain it to you. I think that for low poly models it is better to order the UVs manually.
>>962266yeah Blender is the way
complete pixel art image
1024 x 1014testing texture
The models are super easy
>>961492Here's more.By the way, I'm fairly new to 3D modelling in general and I use Blockbench, does anyone have any tips, tricks and whatnot? Thanks. :)
>>962305Forgot the picture lol
>>961492It's supposed to be a slime right?Kinda looks like a rice mound with a sherry on top,still cute, personally just started a few days ago with Blender since now I have way too much free time and nothing much to do with it.
Is there any video on making low poly model?
>>962312https://youtu.be/1jHUY3qoBu8?si=rLVcdWQY9U46tgHoCheck this guy
>>961223it's like adding decals to a model kit really nice
>>962247this is a thousand times better than the cocomelon looking slop that was released
>>962017how would u do the arms? just transparent texture?
>>962249theres no way this is 3d. riight?
>>962334I don't know anon, but I don't think is that hard to do a 3d render like that. You only need those flat shaders.
>>962351NONE of those look remotely like the picture.
>>962353are you stupid, the only difference is the number of polygons.
>>962334Looking at the legs/soles, I could believe it, but I have some doubts it would qualify for this thread if we got a wireframe.
>>962353you must be stupid, it took me 2 second to find the source.
>>962362What about you? Do you have a kind of degenerate tourretes?
>>962358>>962360okay so its 3d, but ii dont see an obj or other file.
>>962364so fucking what?
>>962363Yes I do, and I will appreciate if you don't make fun of me because of it, asshole
>>962365You never can be sure in this days, sorry for not trusting your words, but this is the internet, you can be lying.
>>962351>picAh, now this hits the spot. It does a fantastic job at capturing the past.
>>961226>>961227>>961229>>961231>>961232>>961234what is this style called, how do i get started doing stuff like this. especially rts buildings
>>962393Just treat textures the same way you would treat pixel art.
After starting Blender like a week ago and already feeling some fatigue from it, seeing posts like this really motivate me to keep going and push through to get better
>>962396A week is only 168 hours of possible time, even pulling a few all-nighters is a long way from 10,000. Don't worry about it too much, just have fun.
>>962391>>962393>>962394>>962396>>962397YSK that products which have 666 in the barcode number are made much better than the other products. Theyre healthier, and they taste much better. The packaging also contains depictions of religious symbolism. I suggest you go verify this fact for yourself, if you want to be caught up to speed on the state of our hellish existence.
>>962393The models are just low polyAnd then they use super small textures.
I'm working on a character in this style right now. Just gotta rig it.
how do i make sovl like pic related in a bidya with no ray tracing?
>>962430Well if you're character is gonna look any ware as close to your pick I hope it goes well and you post it when it's done.
working on a character atm just need to mirror, add texture and shaders
>>962472>How do I render this raytraced image without raytracing.
>>962358>>962360I remember seeing a version of this Roll but more low poly but I don't know where.
>>962476source for this reference?
>>962473Are you confused? The pic I posted is the 3D model I made.
>>958789>>958761what is this actual model from, how did you get a screencap of it in (blender)? if I lookup either image the most info I can find is a random dude who posted the bowing gif years ago and has deserted twitter.
really wanna achieve this style. anyone got any good tutorials? all i can find is western style crap from grifters like grant abbit
>>962589it takes a very high iq to do 256
>>962589If you have it in you that image right there should serve as your tutorial anon. It's so barebone you can see exactly how it's made just by using your very own mk.1's.
>>962589Once you're done with the modelling, do exactly what's being pointed out in thishttps://www.youtube.com/watch?v=yhGjCzxJV3E&ab_channel=GDC
>>962589the guy who made that model has a post with some tipshttps://twitter.com/leedoppo/status/1391114534740369408
Does anyone know any good sites for Low poly free models that i can put into cute renders?
>>962605this guy makes free game assets, including lowpoly 3d models with simple flat shading: https://kenney.nl/assetsHere you can get models from a lot of old games: https://www.models-resource.com/
>>962606Thank you very much!
>>962589Just fucking paint retard. That's all low poly characters come down to, the texture work. No special 3D tutorial is going to teach you how to do that.
>>962589What do you want to learn?Do you already know how to make low poly models?Do you know about UVs and textures?
>>962638Modelling something with a hard limit of 256 tris is a lot more nuanced than "just fucking paint retard". I'd suggest you educate yourself before giving advice in future.
>>962650You are retarded, it is literally that easy. I don't know why you are so fucking stupid.
>>962658Sorry but is not true, just paint everything is ok for a static mesh, For a character as low poly as 256 tris you are forgetting the siluette, which is not as simple with that small amount of tris, also deformations, I have worked with a lot of modelers, and their low poly shirt sucks, because of deformations, you can try to make something like Megan legends, with separate meshes, but this usually consumes more polygons than a single mesh.Anons usually say that low poly is simple, but they end up doing boxes with more tris than a mid poly character
>>959894I want to play that gameIs there somewhere where i can follow you?
this is actually something of a specialty of mine and what Idecided to do for my animation pilot.I dunno how long getting to the finish line will take, but figuring out how the main character works has been the leap forward to finishing things.
Also this because I know someone will be curious about what's under the hair.
>>962731Why the mario face?
>>962752what do you mean 'mario face'? I don't get what that means.
>>962768Her mouth looks like mario's mustache
>>962769what do you mean?
>>962785It's not really clear that it is a mouth due to the shape, from front on it's so thin and lacking detail that it could be anything, but it looks more like a mustache than a mouth.
>>962787I have no idea how you could read it as a mustache when there is literally nothing to define a nose being further down.
>>962790The shape is the problem, not where it is, it looks like something is blocking where the mouth should be
Low poly is an /ic/ specialty not a /3/ specialty.
>>962785You need to rework that face man
>>962833good job idiot, you made her sad!
>>962842Now I am sad too
Just finished this model, I'd really appreciate some feedback. :)
>>962589I've tried it, but theres so much I don't know yet like lighting
>>962884looks pretty coolthere is an option in blender to have shade-less materials.
>>962879Why are his teeth yellow
>>962888No particular reason other than contrast with the pale skin. Do you think I should make them whiter?
>>962890Make his clothes and body dirtier then make the teeth grosser lol
>>962887That was easy, thanks
>>962891It's certainly an interesting suggestion lol but I don't think that's the case
Where do I start at low-poly modeling? I heard Blockbench is solid option. Any good tutorials/materials to learn? And if any knows, how much money can you get from models comissions?
>>959894I dont like the cube reticle, I like how minecraft does it more without oneAnd the pickup distance on the blocks should probably be bigger, would get annoying to have to collect every single one by running through it instead of collecting them from a distance
Blockbench is fun for beginners like me>>961647You can export Blockbench models to use them in Blender, so you can model in the easier software and use Blender for rendering and special effects
>>962358>>962360Holy shit why dont games look like this nowadays, this shits all over the 3d megaman games
>>962992Who the fuck is shilling Blockbench for low poly models? Any 3D modelling software can do it. I used to use Wings3D and that felt especially intuitive.
>>962358>>962360im gonna fucking cum
>>963329Looks better anon
>>963329yes! this looks pretty cool anon!
>>958761Its what I'm trying to learn since my computer can't handle high end stuff. Takes a good 6 or more hours to render anything with Arnold if it doesn't crash while I'm trying to place the lights.
>>963433And also low poly has more SoVl
Anyone got low poly level examples? For example this is from MGS1, and im wondering if the lighting here is all textures or if its vertex color?
I love fumo
>>962731>>962732How do you unwrap an organic model like this AND keep the pixels relatively aligned/scaled?
>>963442>>963444definitely a mix of drawn in shadow and light like the litwalls on the second pic and vertex lighting like the gradient light and color falloff on the bridge on the 1st pic
>>963566truth be told I kinda didn't. it's actually got alot of areas that aren't totally matched texel wise, but with how I disguised the seams it doesn't really matter that much.There's not really an easy way to keep the density in certain spots, such as the shoulder and back ended up much lower resolution, the legs and hands ended up higher, etc.For the most part she's a mess, even if the UVs are very clean.(she's split into multiple textures and I still have space on this one to add some extras to her.)
A very evil woman for a Quake mod that I should really get back to working on.
>>963810Optional idle pose + palettized texture (originally 256^2, doubled for post visibility).
>>963811mostly works but that face makes her look like max payne with a boob job. could also use some thumbs if you can spare the tris
>>963812>that face makes her look like max payne with a boob jobThat's... certainly an interesting comparison. I can't say I really see it.She is meant to look a bit uncanny though. Here's an alternate skin.>could also use some thumbs if you can spare the trisI'm not really close to hitting a hard triangle limit, but she's already arguably too detailed for Quake and nothing else in the game has thumbs.
>>963813>>963811>>963810Looks good Anon, but I agree with the other anon about the face, her eyes are too close to each other
>>963567I've been trying to find videos of anyone going through the workflow of this but there is literally fuck all. I found done video of a guy who made a small cliff area using this style and who showed how SH used tile sets to do it. Not sure how anyone can learn it without a lot of hours of experimentation and your own understanding of modeling to get to this point, its becoming a lost art...
>>963881it's 90% just drawing or baking textures
>>962182show 3D cunny pls
Just got this done, I'll post the wireframe in the next post. If any anons have questions, feel free to ask and I'll reply. This low poly style isn't all that hard to pull off. Just gotta be comfortable with texture painting within Blender/Substance Painter and moving verts around.
>>964098>>964095(T0T), great job!
>>964095>Just gotta be comfortable with texture painting within Blender/Substance Painter and moving verts around.Can you give some tips on using blender's texture painter for this kind of thing and how you generally go about it? Did you do the entire thing in those 3D painters and did you need to manually edit the UVs or did Unwrap do most of the work?
>>959825least porn-addicted 4cucker:
>>964099Thanks!>>964107>Can you give some tips on using blender's texture painter for this kind of thingSure. So going into these sorts of models, I always try to conserve as much UV space as possible for the most important elements of the character. This means doing two things: 1. Mirroring whatever I can 2. Having a palette somewhere on the texture map so I can map islands that are a single color (benefits of going with a toon/anime style)I was a bit lazy with Zakuro because of how simple her design is so I didn't do too much of the latter but this is what the process looks like. The texture in pic related illustrates the idea pretty decently. With the UV mapping in particular, what I do is I mark seams as usual. Then, using UVPackmaster2, pack all of my islands with a decent amount of margin. I do this in order to make sure the islands aren't overlapping with one another if I were to use the fill/brush tools. With the result I'm given, I then go in and manually scale the UV islands up or down to denote which areas of the character are more important than others. I then pack one more time for the final result. I don't do anything special to make sure the UV map is pixel perfect or pixel aligned as the slight distortion you get by doing it normally really isn't a huge deal. Most people won't notice.(1/2)>Did you do the entire thing in those 3D paintersYes except for the eye area and the stripes on her stockings. Was way quicker to do those in Photoshop.
>>964129>>964107Whoops. Forgot to add the texture map.
>>964129>>964107Some general texture painting tips for pixel art as I hadn't done this prior to August. There's probably some stuff I'm forgetting so I might return to this post.>fill tool is your best friend. use it to block in flats before going in with brush>make sure to disable anti-aliasing on brush in texture paint mode as it's enabled by default. it's under advanced in the left window>change brush falloff to constant>use the color palette to quickly switch between different colors in the moment, this is a lifesaver>the line stroke method is very handy in helping you block in shadows which you can then clean up afterwards using the default brush stroke method (space) set to erase (so the base skin color in this case). would definitely recommend giving it a shot>if you're working with alphas like i am, you can use erase alpha to make parts of your texture map transparent
is there a youtube tutorial you would recomend?
>>964134where can i follow you? you have a youtube channel or a twitter account? your work is amazing !!
>>964137Just watch timelapses. No *one* single tutorial is going to teach you everything. See how the entire process is done, understand what they're doing and most importantly why and try to do it yourself. You'll learn the most that way. Some favourites:https://www.youtube.com/watch?v=XySBhpDxQCohttps://www.youtube.com/watch?v=61EnfAGo7Tchttps://www.youtube.com/watch?v=lZiZ1FDRTnU>>964140I have a Twitter but don't really use it, sorry man. I've been thinking of making a YouTube channel to make tutorials on certain techniques that don't have much info out there but haven't gotten around to it. If this thread is miraculously still up by the time I do so, I'll post a link.
>>961602they are probably back to working, anon. While at it, you could practice something.
>>959825a tradition of 4chins at this point.
>>964134>>964130>>964129Thanks bro, mostly use to doing all my texturing in krita so being able to stay in blender and not pull my hair out will be a great asset.
>>964209No problem :)I think I'd lose my mind if I had to texture this traditionally in Photoshop. Being able to see my changes in real-time is too valuable.
>>964214I hear ya, even those plugins that link ps and blender still have you painting on a flat image with no real idea what it will look like.
>>958761Reminds me of when I'd jo to Roll from MM64/Legends. Something about those low poly girls
>>964107>Can you give some tips on using blender's texture painterMy advice is to completely avoid Blender for texture painting because Pablo broke the paint brush code leaving it unfixed for over five years and then fucked off to make some shitty iPad retopology app.https://projects.blender.org/blender/blender/issues/71403#issuecomment-1062228
>>964239So that's why my mirroring was fucked up trying to do a few pixels.
>>964239>>964240So pretty much trying to texture paint in photoshop/aseprite/csp is the way to go? Or maybe something like substance painter can work for low poly?
Are there any special ways to do limb bending in sub 1k poly models, or is it pretty much same as higher poly models just in reduced fidelity?
I did another pose test. I like this one alot!
>>964343>bizaare, unsettling face>man hands with hideous fake nails>ass looks like it has negative volumeWhat kind of eldritch horror is this supposed to be?
saw this thread and decided to take a crack at this style. I have no idea how to rig the stringy bits, I might just get rid of them.
>>964350can you possibly explain or draw out what you'd change with the face?The ass kinda just acted weird with the rig. it's not supposed to go that flat if you look up further.
>>964365>can you possibly explain or draw out what you'd change with the face?Overall, it looks manly and psychopathic - even beyond whatever odd kind of stylization that's meant to be. Maybe the psychopathy is intentional, but I'm gonna assume you didn't mean to make a tranny.Mouth shape looks outright dumb, and I have no idea what emotion that expression is meant to convey. Lips would probably look better a pixel thicker and not as long. Nose could probably get a tiny bit closer to the mouth, and have shading and/or polygons to indicate the shape of the dorsum and curve into the bridge... Unless this is supposed to be some kind of anime character, which I'm not sure has been conveyed well in shading.Eyes have too much white compared to the iris. Shape is also odd.The whole head could be narrowed a bit. Pinch the neck at the top to match.That's all varying degrees of subjective of course, but I'm being so critical because you have one of the higher-effort models/textures in this thread and there's just a lot of little things gnawing away at it and making it look like some cringe DeviantArt OC donut steel.Might not be so helpful here since that's a pretty complete model, but I find it useful to envision a character in a more realistic form before stylizing it. Helps to avoid dipping into the uncanny valley.
>>964363very cool looking, love the textures (and boobs and ass but thats secondary)
>>964343It looks better than before, Are you called applefaggot on twitter?
>>964343I don't know what the fuck this >>964367 guy is talking about, he seems like a tranny obbessed weridothe face clearly reads as a :3 and the hands are fine. The ass is a little flat but those thighs make up for it imo
posting my shit in here
>>964413smeshariki........soul........(fix the seams bro like cmon who leaves it like that
>>964367I... uh, wow. that's certainly alot of... whatever that is.I feel like you'd like the other female major character better, she has a very different look.The point was to make them look very different from each other, because before Strega had a much more 'normal' head shape that could have blended in with Riho, despite there being a significant height difference between them. Making Strega's head goofier, less sharp, and more expressive was part of that, and her mouth is explicitly meant to feel 'off'. comparative to other characters.Also, the eyes specifically have a controller for making the iris bigger and smaller. I just chose the small for this render because it looks fun for this shot.tl;dr,I really don't get the "tranny" comments at all. Maybe you shouldn't be so obsessed with bio-truths and realize character design can do more.
>>964160as someone that just "got" into 3d and has no drawing skills, how important is to know how to draw when it comes to character making?
>>964469not the guy you replied to but it's a good idea to be familiar with basic design principles.Knowing what a good silhouette looks like or how to arrange a good composition is really important. If you want to make stylized and hand painted character textures yeah, you'll need to practice shading and painting. you don't need to be good at drawing to get started though, just start with other people's concept art to make models from.
>>964363based and slimepilledimo this post deserved a lot more ooze and ahhs
>>964469Guy you're replying to. My drawing skills suck but I've spent a fair amount of time (still do) learning the fundamentals of art like form, light, shadow, color, anatomy etc etc. It helps a lot. Pick up the Anatomy for Sculptors book and things will fall into place.
>>964363Looks great, would be cool to see a wireframe
>>964483thanks fren>>964486thanks, she's not exactly "low poly" she's just under 5k polys
>>964437Probably should make it clear that you intended to make something viscerally repulsive before seeking feedback. Would save everyone a lot of time.
>>964488Are her eyelids actual 3d on blink and not a plane with 2d blink animation?
>>964513the lids aren't 3d, I cut some edge loops around her eyes so it was easier to guide my painting.
>>964494I don't know what you're seeing that says she's repulsive.
>>964488>>964363wonderful girl ples show uv and texture
>>964527I dig the design anon.
>>964423thanku <3>>964424that's blockbench's dogshit renderer's fault, I'll make actual renders when I'm done modelling all characters.
Would love to see someone do a walkthrough of how something like this is made. In particular the coloring/shadow side. I know it might be using vertex colors, but also possible texture baking as well. But just the whole process of those things to get this aesthetic.
>>964615I ripped this scene a while ago. It's literally all vertex colors, billboards and great texture work man. No baking or esoteric secrets here.
>>964638>>964637Oh wow, thanks for posting that! Any chance you could drop the files for this level here so we could look too?
>>964640Based beyond belief, albeit link seems to not work (file deleted).
>>964367literally kill yourself you troon obsessed pseud
>>964527>>964437>>964343congratulations you attracted a dysgenic lolcow to your work! don't listen to his tranny obsessive compulsive nonsense, your shit looks great.give her big feet
>>964671NTA but what do you open this in? Blender doesn't seem to support .py or .dump?
>>964693Download an addon for blender import, you should find one
>>964693The .py is the fucking import script, you tit
>>964527I think the color palette on her body suit needs more going on. Maybe some additional orange, or some of blue panels need to be lighter or closer to a grey to break it up more. That's my main complaint but it seems fully realized otherwise, so good job
>>964189>>961602Didn't know these threads lasted long here. But yea there are a handful of low-poly games you could've played within this month. Luckily other anons jumped in and kept the thread up.
>>964363>>964488Got any socials, my guy? Really good stuff.
>>964363while I'm figuring out how to rig her I started working on this guy>>964854I would post my artstation but it has my real name in it lol. What do you recommend as a good social to show off my stuff
>>964864I like using Instagram as a pseudo mood board so that's not a bad place to start. Twitter doesn't seem to be dead quite yet so maybe there?
>>964555here you go buddy>>964866thanks fren, I'll try making an IG and see where that goes.
>>964868>>964864I need to be better about optimizing my textures and stuff, still trying to get the style down.
>>964868Awesome. Are you painting the textures via just uv unpacking and then in photoshop, or are you actually using something like substance painter to paint directly on model?
>>964876it's a mix of both, I generally go to substance painter first then do cleanups / adjustments in photoshop.
https://youtu.be/BOSa2WOju5c?t=261Have a question about the lighting here.I think the scene is set to unlit, but so what he does here is make a copy of chair/fireplace/curtains textures, paints them orange, then in unreal that texture is applied over first texture somehow and then he somehow draws a mask of where he wants light to show up (not sure if this is done in engine or in UV of alpha channel of the models)for light to appear only in those areas?
>>965134Yes. It's just alpha compositing done in the shader.
>>965154Neat thanks. I hope its easy to do in unity too.
I made Strega's wand and decided I may as well attempt to make her ass less flat and adjust the pose to look nicer as well.
>>965285this is nice as fuck dude, wish i could rig shapely characters this well
How does blockbench compare with blender?What is missing or what is present in blockbench that forces you to do this style?
>>965346Short answer: it doesn't.Long Answer: Blockbench is a toy. It makes itself obtuse for making any kind of arbitrary mesh shapes and anything more than slapping a bunch of primitives around.There may be people using it for serious development. This is almost entirely because they're used to the program and it's limitations. Do not use it for serious development under any circumstances.If you want something meant for level/worldspace geometry, use Trenchbroom. For anything else, use Blender/Maya/Max. You will have absurdly more control over animation, deformation, UVmapping, and just about anything.
>>965357(Note: Trenchbroom is a suggestion for low poly level/worlds and it's explicitly designed for that. you can use it for more defined things if you want, but get used to the idea of shoving them into Quake's BSP Compiler or manually optimizing the work you do within it. It absolutely can be used for serious development and does get used for it.)
>>964363>>964488Any tutorial for this? Its the right amount of low poly for me
>>964130>>964134I mean this in a very general, out of curiosity way because I've barely dabbled in Blender so I don't need an in-depth answer - But when you do the pixel art that ends up on the 3D model, how do you know how big and what shape to make the pixels, and where they will end up in the end?
>>965466Vertices have six dimensions, UV, W, XYZ.The UVs are a two-dimensional pair. You arrange all the vertices' UV coordinates however you like, and then associate a texture with a material.When triangles are being rasterized, for each fragment the renderer samples the material's texture at the fragment's corresponding position in UV space, which is found by interpolating between the triangle's vertices. If you overlay a map of the UV coordinates (the UV map) over an image texture, you'll see that what's drawn onto a triangle in XYZ space maps to what the same triangle covers in UV space.You rearrange the geometry in two-dimensional space and then draw a texture that aligns with the geometry in the way you want it to.This is not an in-depth explanation.
>>965466>>965470UV = mapping the pixels. So if you make the UV look about the same shape as the polygons you have, it'll make the texture look 1:1. And you move it around wherever you need the texture. If you see some of those folded out texture files, imagine that they physically fold the model out to fit it - those are the UVs.
>>965470It's like this.Just imagine the easiest way you'd do things and that's usually how they work.
>>965358>Quake's BSP CompilerI'd recommend the Quake 3 map format via q3bsp2. A compiled Quake 1 map is split into a fuckload of extra triangles (for the more primitive collision in the game I guess?) while Quake 3 just uses the existing textured faces.
I was gonna post the gif that I created of this. but it's over 1.5 mb
>>965500Does Trenchbroom support that now? I hadn't been paying attention, but I guess that makes sense.
should I just stick to tri poligons or a mix of tri and quads?
Thoughts on my ass?
>>965469>Vertices have six dimensions, UV, W, XYZAnd with rigged models you can add 8 mores from bone weights!And 4 more for vertex coloring/lighting!
>>965527not enticing. create a butterfly for ass
>>965466You usually unwrap the model before painting a texture. Unwrapping is basically assigning every polygon it's space on a texture. Thats how you know where to paint your pixelsHow big you make your pixels is up to you.
>>965527Toss a couple bones in there and see how it deforms. Edges that are oblique to the (rotation) transform axis compress and stretch a lot worse than ones that are orthogonal.Image from here: https://topologyguides.com/
https://www.youtube.com/watch?v=NmmEReFybRYWould like to see a game with this kind of low poly models and style.
>>965527hit 7 on your numpad to see it from the top and ask yourself if it's hot
>>965665No but the blind girl does get bullied and ends up getting her asshole destroyed by a broom handle.
>>965665Oh not any particular game style, just that style for the characters and flat lighting.
Before this thread dies, what are the best games to reference for low poly models, I know of Megaman Legends, but not much else. What are some other good references for inspiration and study?
>>965778Vagrant StoryFist of the North Star Legend of the SaviorDr. SlumpRival SchoolsSilent BomberSonic Jam 3D WorldSpeed Power GunbikeVirtua OnThreads of FateBrave Fencer MusashiHybrid HeavenBanjo KazooieShenmue PrototypeDragon Ball OriginsDragon Ball Kai Ultimate ButodenPhantasy Star 0Metroid Prime HuntersNinpen ManmaruStreet Fighter EXFighters MegamixThis is just a few I can remember off the top of my head.
>>965778really depends on what kinda model you want to make and how low you wanna go with your polysMy advice is just go to https://www.models-resource.com select one of the older/portable consoles and look for something that catches your eyeSome favs of mine:Radiata Stories, Power stone 2, FF3, FF4, Bravely default/second, DS/3DS pokemon games all have really cool stylised anime characters and cute silly creaturesMGS, MGS Peace walker, Alien Resurrection, Lost planet 1 for military/scifi stuffAmong (relatively) new games there are things like Friends vs Friends, Due process, Starmancer, No sun to worship, Bomb rush cyberfunk, Fortune's Run and STRAFE
>>965781Good list. Was playing Phantasy Star 0 the other day, lol.
I been interested on doing 3d modelling and learning this styleShould I go with blockbench or with blender?I fear that I will like it and have blockbench limit me if I want to try a different style.
>>966178if you feel like you'll eventually want to try something other than lowpoly lowres then yeah why not go with blenderand even if you decide to stick with this one style you'll be able to do a lot of cool things that enchance your models with all the options blender has
>>966178Blender if you want lowpoly specifically you'll need version 2.79 because they broke the paintbrush behavior and painting lowpoly textures has been a pain in the ass ever since.
>>966323Yeah makes sense but the core of the issue is that I don't know if I even like 3d modelling and I want try it out in the less painful way possible. I've had this itch for several months of "What would my OCs look like in a video game" and I'm sure I'll lose interest after I see how ugly they end up.Blender just looks like it has a steeper learning curve while I imagine on blockbench I can get what I want in less time.>>966341I have no problem in using an external program to paint the textures