๐งต Lowpoly pixel texturing consistency
Anonymous at Fri, 15 Nov 2024 14:18:11 UTC No. 1001705
When doing lowres pixelart texture for lowpoly model, depending on UVs and seems some lines are perfect while others are choppy and pixelated. How would you make this more consistent? Any suggestions what are the most wrong things here and how to make it better while still maintaining thicc-pixel-lowpoly style? I have absolutely no idea what I'm doing when in comes to lowpoly character modelling and texturing so even entrylevel tips are welcome.
Anonymous at Fri, 15 Nov 2024 14:22:53 UTC No. 1001706
>>1001705
One thing I thought about that I could basically make geometry perfectly fitting the texture. So that every line in texture would have a seam specifically made for it which will make everything go into separate UV islands, then all lines would be perfect and I could have like 4x4 pixel texture that is simply a palette. This would be interesting approach but I think it's kinda inflexible and it's also not pixelart at all, it's more like a vector art and it is an equivalent of vertex coloring I think? But if I want big gritty pixels which also look good, how do I make it right and consistent?
Anonymous at Fri, 15 Nov 2024 17:04:00 UTC No. 1001710
>>1001705
You need rectangular uv islands for pixel textures, your current ones are unsuitable, use google
Anonymous at Fri, 15 Nov 2024 19:32:07 UTC No. 1001722
>>1001710
Okay, so I did this and I don't see how this supposed to change anything at all. The only way it could change anything is if I literally draw the texture outlines in UV itself as basically vector art. At that point I could use 3x3 texture just for palette.
Anonymous at Fri, 15 Nov 2024 19:37:37 UTC No. 1001724
I'm probably looking for how to actually make this texture look better, like add some painted dithering or painted shading or idk what. I don't know how that called and what to google in context of 3d especially.
Anonymous at Fri, 15 Nov 2024 20:08:02 UTC No. 1001725
Dude, just look at >>1000620
Especially point #3. The point is that pixels are obviously square, and are laid out in an axis aligned grid. By making your contours straight on the actual texture, not curved as in your image, you make sure that when your texture is sampled it doesn't sample staircases but straight lines.
Anonymous at Fri, 15 Nov 2024 20:48:34 UTC No. 1001726
>>1001725
This is not my problem though, this is not what I'm unhappy about. I just changed resolution from 256x256 to 512x512 and it's a bit better now, but my point is I wanted to know how to make it look cool in extremely low resolution, possibly even smaller than 256. And the problem is most likely that the texture like this (super clean and minimal) couldn't possibly work in such resolution without adding some dithering, noise, shading, idk what. In old games super lowfi texture work great but they're not minimal flat lineart with few colors, they're basically lofi PBR textures, and being full multigradient noise fields salvages their resolution.
Anonymous at Fri, 15 Nov 2024 20:51:22 UTC No. 1001728
>>1001725
And yeah sure that one is fine becuase it's not flat colors it has proper shading.
Anonymous at Fri, 15 Nov 2024 20:53:57 UTC No. 1001729
>>1001726
On 7 there's literally 8 colors and nothing more, no antialiasing on brush or falloff or whatever, which would soften edges even in 256.
Anonymous at Fri, 15 Nov 2024 20:58:21 UTC No. 1001730
>>1001725
You know what, thanks for that one, maybe I'll try that "muffler" part, I wonder what it's gonna end up like.
๐๏ธ Anonymous at Sat, 16 Nov 2024 11:05:10 UTC No. 1001769
>>1001705
just use a uv grid first to check pixel density and adjust if needed, blender has a new unwrap algorithm that could help too
Anonymous at Sat, 16 Nov 2024 11:58:46 UTC No. 1001771
>>1001705
dont make your texture fit your uvs, make your uvs fit your texture.
Anonymous at Sat, 16 Nov 2024 19:27:59 UTC No. 1001828
>>1001771
pretty much this;
divide your maps in 64x64 format and place your wraps accordingly. Most early games have their textures in tiles.
Anonymous at Sun, 17 Nov 2024 19:23:24 UTC No. 1001895
>>1001705
Texel Density plugin for blender
Anonymous at Sun, 17 Nov 2024 19:37:35 UTC No. 1001900
What >>1001725 and >>1001771 said was exactly my problem, after making UVs fit texture rather than drawing texture on top of UV unwrap a lot of it turned into silky smooth lines >>1001749.
Anyway, it would be very nice if anyone can share links of videos or stream recordings of people doing this technique of wrapping UVs around texture, because when I did it, it was damn unpredictable and I had to basically bruteforce moving vertices around until it looked good. The resulting UVs look kinda insane. Would be nice to see how people who are good at this make it in a more civilized way, maybe there are some tips or things to know that make it easier or more predictable.
Anonymous at Sun, 17 Nov 2024 20:23:18 UTC No. 1001907
>>1001900
https://www.youtube.com/watch?v=rEc
Anonymous at Sun, 17 Nov 2024 20:58:20 UTC No. 1001911
>>1001905
Nice improvement, but why is her skin so gray?
Anonymous at Wed, 20 Nov 2024 01:30:18 UTC No. 1002036
>>1001905
Good work, but you can delete a lot of poligons that don't do anything for the shape
Anonymous at Wed, 20 Nov 2024 18:18:25 UTC No. 1002068
this thread is yet another proof that artistic "talent" is just general intelligence
I can barely believe you weren't trolling us
Anonymous at Sat, 23 Nov 2024 08:04:28 UTC No. 1002232
>>1002229
looks neat
post wireframe of the head and hair
Anonymous at Sat, 23 Nov 2024 22:17:16 UTC No. 1002277
>>1002229
Nice, I don't quite understand how shading works here though. Is this some kind of MatCap?
Anonymous at Sat, 23 Nov 2024 23:13:08 UTC No. 1002282
>>1002277
is unity