🧵 /DailyLowPoly/
Anonymous at Wed, 1 Jan 2025 08:21:18 UTC No. 1004457
Rules for me and not for thee:
>Must have a budget of polys capped or lower to what a game from the year 2000 would usually have. Amount of triangles must be shown in the corner of each render.
>Everything must be made from scratch. No kitbashing. Sculpting/CADmodeling then decimating/retopo is allowed.
>All models must be uv mapped and fully textured and rendered in a realtime engine. No pbr.
>Textures must be low resolution. Maximum 512 by 512. Pictures and premade textures are allowed but they must be posted alongside the renders in their original and modified formats if they were not made from scratch. Showing UV layout is encouraged but not mandatory.
Anonymous at Wed, 1 Jan 2025 11:01:32 UTC No. 1004459
>>1004457
Nice, I'll be watching for some low poly goodness
Anonymous at Wed, 1 Jan 2025 15:31:45 UTC No. 1004468
>>1004457
You can also post a wire too
Anonymous at Thu, 2 Jan 2025 03:47:43 UTC No. 1004509
>>1004457
I'm expecting 30 good days or I'll be disappointed in you
Anonymous at Thu, 2 Jan 2025 10:50:12 UTC No. 1004517
What if I have zero ideas
what should I do
Anonymous at Thu, 2 Jan 2025 13:30:07 UTC No. 1004522
>>1004517
do something that's within your line of sight
Anonymous at Thu, 2 Jan 2025 16:49:08 UTC No. 1004541
>>1004517
Get a list of things you would find interesting to model and just do 1 a day
e.g:
>pokemon in ascending order
>greek gods in order of birth
Anonymous at Thu, 2 Jan 2025 18:22:53 UTC No. 1004550
Day 2
>>1004504
You don't have to follow them. These are just personal challenges I want to complete.
>>1004509
Well I have managed to make it past the 30 day mark on my other threads and those were arguable more challenging than this one.
>>1004517
Make your favorite animal/mythological creature.
Anonymous at Sat, 4 Jan 2025 01:58:41 UTC No. 1004638
What’s the best way to learn how to model low poly?
Anonymous at Sat, 4 Jan 2025 03:58:01 UTC No. 1004644
>>1004638
You must learn to work with triangles. Every quad is made of triangles in 3D even when you don’t see the line. Draw the lines in between your quads and strategically control your edge flow with triangles.
Anonymous at Sat, 4 Jan 2025 18:21:49 UTC No. 1004686
>>1004623
Neat
Anonymous at Sat, 4 Jan 2025 21:34:25 UTC No. 1004709
>>1004623
looks pretty fukken dope
Anonymous at Tue, 7 Jan 2025 14:38:24 UTC No. 1004919
>>1004813
love all of these OP but this one in particular is just so simple and so cozy I can't get enough of it
keep up the good work
Anonymous at Tue, 7 Jan 2025 16:26:17 UTC No. 1004925
Not OP, but might as well throw mine into the ring. I wish it looked a little more authentic (probably because of the semi-HD environment), but meh.
>>1004457
>>1004897
>>1004623
My personal favorites. I'd love to see a timelapse of one of OP's for research.
KRCH at Thu, 9 Jan 2025 13:14:20 UTC No. 1005093
>>1005069
>Day 8
Looks cool
KRCH at Thu, 9 Jan 2025 13:18:15 UTC No. 1005094
Do you have a YouTube channel where you can follow your progress?
Plus I'd like to even download it when it's finished
the chair nerd at Thu, 9 Jan 2025 16:14:48 UTC No. 1005102
Uhh nice low poly thread. I rarely get the chance to do low poly stuff in archviz but the other day I made a low poly apartment for a vr experience. Everything is 83k triangles but when you remove instances its around 50k triangles
Anonymous at Thu, 9 Jan 2025 16:46:11 UTC No. 1005108
>>1004686
>>1004709
>>1004919
>>1005093
You all honor me.
>>1004897
Looks great I might make a gun soon.
>>1004921
Making a lowpoly character using that reference sounds like a fun. I might just give it a whirl.
>>1004938
Neat did you rig that or give it vertex animation?
Anonymous at Thu, 9 Jan 2025 17:08:41 UTC No. 1005112
>>1004925
>>1005094
Hmmm I don't really know how useful that would be to someone since I don't feel like I am an expert on low res topology. I am learning as I go along but I am happy to share my workflow. As of now I have started each model using two triangles with the mirror tool turned on making a diamond like pic related and have literally worked pulling out individual triangles. I use quads too but I cut a line in the diagonal to make them represented by triangles. If you have ever looked at a game model you will notice they utilize a lot of triangles in strategic ways to break up the edge flow and do creative things with poles to avoid line breaks.
Anonymous at Thu, 9 Jan 2025 17:19:34 UTC No. 1005113
>>1005112
Some tricks I use are making pyramids by cutting a quad into fours with a point in the middle. These are great for noses, fingers, horns etc. Also I study lots of game models to try to understand how the transition of edgeflow is being handled. If you want to texture or animate a low poly character it makes sense to understand what every edgebreak is doing and why.
Anonymous at Thu, 9 Jan 2025 18:06:34 UTC No. 1005116
>>1005113
Just by doing that we can make a primitive face. Another tip I will give is when you are working this low res, much of the detail is obscured or compensated in the texture so you need to make up a plan on what will go where. An example is I can use the entire upper part of the face where an edge break would normally be for eyelids as a simple plane where the eyes will be drawn. Same goes for stuff like teeth/chains/foliage etc. Usually that stuff is just planes with an alpha channel strategically being deformed in ways that face the camera. The textures do a lot of the heavy lifting when you are this low frequency on the actual mesh.
Anonymous at Thu, 9 Jan 2025 18:17:23 UTC No. 1005119
>>1005116
The choices you make depend on the kind of model you are making. For example the old sonic games on dreamcast have the eyeballs on separate planes so they can move around. Other games use sprite sheets on the UVs where the eyes would be to make characters blink and stuff. Most particle effects or foliage rustling in the wind is also done this way.
Anonymous at Sun, 12 Jan 2025 00:43:29 UTC No. 1005259
>>1004457
Are you making these daily? Pretty nice. I fail to shit out a single low poly model per week, mostly because I get bored and don't texture.
Anonymous at Sun, 12 Jan 2025 05:03:54 UTC No. 1005274
>>1005259
Yep I make these from scratch, UV map and texture them. Many I also paint from scratch like this one. If I the texture isn't made by me I display it next tot he model and polycount. Day 11
Anonymous at Sun, 12 Jan 2025 05:06:10 UTC No. 1005275
here's my first attempt, tried to make a ps1 style bloody sword and shield in a cave, kept spamming red and black dots because idk how to texture, and used a free texture for the cave from opengameart called pdtextures
KRCH at Tue, 14 Jan 2025 09:02:03 UTC No. 1005388
>>1005334
Will a shark live there?
KRCH at Tue, 14 Jan 2025 09:03:26 UTC No. 1005389
>>1005383
His name is "Chёrt" :)
Anonymous at Tue, 14 Jan 2025 16:41:31 UTC No. 1005411
>>1005388
Not a great white. They can't even live in aquariums.
>>1005389
I like it.
KRCH at Wed, 15 Jan 2025 09:37:37 UTC No. 1005471
>>1005451
It's hard for me to imagine what the game will be about
KRCH at Thu, 16 Jan 2025 10:05:15 UTC No. 1005543
>>1005529
Well, like, if all these models were used for a game, it’s hard to imagine what the game would be about.
This house reminds me of something, as if I had seen it before. LOL
KRCH at Fri, 17 Jan 2025 11:44:03 UTC No. 1005623
>>1005603
I like your style
Anonymous at Fri, 17 Jan 2025 19:03:24 UTC No. 1005642
>>1004457
>realtime engine and no pbr
What engine are you using to render? Eevee in blender? How are you keeping PBR from being applied?
Anonymous at Fri, 17 Jan 2025 21:06:59 UTC No. 1005649
>>1005642
>Eevee
I use a custom shader that only displays diffuse and alpha information.
Anonymous at Sat, 18 Jan 2025 07:58:51 UTC No. 1005671
>>1005666
Nice model anon
Anonymous at Sat, 18 Jan 2025 08:02:54 UTC No. 1005672
>>1005642
>>1005649
You can use a Mix node with emission and transparent node
KRCH at Sun, 19 Jan 2025 10:43:15 UTC No. 1005759
>>1005739
I`m hungry now :/
FredGordonHerbert at Sun, 19 Jan 2025 21:23:52 UTC No. 1005786
>>1005744
Waow. Coho!
the chair nerd at Tue, 21 Jan 2025 15:48:41 UTC No. 1005928
>>1005860
SOVL!
the chair nerd at Tue, 21 Jan 2025 15:49:42 UTC No. 1005929
>>1005901
No no that's cheating. No cylinders.
Anonymous at Wed, 22 Jan 2025 18:46:31 UTC No. 1006016
>>1005980
Well it's 3D so not an octagon but an octahedron. Learn your geometry you stupid blender user.
KRCH at Thu, 23 Jan 2025 19:36:44 UTC No. 1006071
>>1006038
Is this a zombie?
🗑️ Ainonymous at Thu, 23 Jan 2025 22:01:46 UTC No. 1006088
>>1006016
It's a prism not an octahedron . I do know my geometry and don't know why you guys love gatekeeping/softwarebickering so much. I use any and all software available to me depending on what I am doing. Last thread was almost exclusively done in Zbrush while the one before that had a lot of stuff done in Houdini. Acting like all Maya or Cinema 4D users never use blender or vice versa is like saying all photoshop users never use MS paint. Grow up. Also post your work whenever you wanna talk shit on /3/.
Anonymous at Thu, 23 Jan 2025 22:05:37 UTC No. 1006089
>>1006016
It's a prism not an octahedron . I do know my geometry and don't know why you guys love gatekeeping/softwarebickering so much. I use any and all software available to me depending on what I am doing. Last thread was almost exclusively done in Zbrush while the one before that had a lot of stuff done in Houdini. Acting like all Maya or Cinema 4D users never use blender or vice versa is like saying all photoshop users never use MS paint. Grow up. Also post your work whenever you wanna talk shit on /3/.
Anonymous at Thu, 23 Jan 2025 22:27:41 UTC No. 1006090
>>1006041
Best way to understand Uvs is to understand your model's topology. It's also vital to test your Uvs if you are going to paint textures on them. Texel density is very important but the orientation and shape of your Uvs are equally as important. Making sure they are flat and even to reduce distortion is key most of the time when hand painting textures. Nowadays we are lucky to have real time texture painting so this is a lot easier to visualize or get away with less orthodox UV setups.
🗑️ Anonymous at Thu, 23 Jan 2025 22:32:48 UTC No. 1006091
>>1006090
Many times I will save Uv space by copying over an inverted island on the second half of the mesh like I do here on the head. This can be tricky since it is esantially just mirroring itself over. Many newer games and film Uvs do this differently by unwrapping the face as a whole to avoid perfect symmetry but sometimes it is more ideal to do it this way. The way you setup your Uvs can make or break your texturing process. Sometimes you will have a piece of geometry that repeats the same instance of itself and you would actually benefit more by just copying the uvs for ever face of that model.
Anonymous at Thu, 23 Jan 2025 22:36:22 UTC No. 1006092
>>1006090
Many times I will save Uv space by copying over an inverted island on the second half of the mesh like I do here on the head. This can be tricky since it is esantially just mirroring itself over. Many newer games and film Uvs do this differently by unwrapping the face as a whole to avoid perfect symmetry but sometimes it is more ideal to do it this way. The way you setup your Uvs can make or break your texturing process. Sometimes you will have a piece of geometry that repeats the same instance of itself and you would actually benefit more by just copying the uvs for ever face of that model.
Anonymous at Fri, 24 Jan 2025 02:56:45 UTC No. 1006101
>>1006090
>>1006092
I never could figure out what to do with the mess tin. On the inside and outside it looks terrible where the faces are on opposite sides of the texture. Makes for a pretty ugly seam.
That kind of seam is a little easier to hide in a different shape though.
This isn't perfect either, as the stem is against the grain, but it's a low poly model it doesn't have to be realistic, and especially on such a small item, I can live with it.
Anonymous at Fri, 24 Jan 2025 03:06:24 UTC No. 1006104
>>1006071
Not sure what it is. I rushed the texturing process and just kinda drew whatever.
Anonymous at Sun, 26 Jan 2025 01:27:28 UTC No. 1006226
There was an attempt.
It was certainly a learning experience.
The haphazard method of scaling down an image of scales and duplicating it for various segments of the texture wasn't ideal.
The topology, while being reasonably clean, has some serious flaws.
It somehow has too little detail and too many triangles at the same time, and I don't think it would deform well if rigged.
Still, it was enlightening to do.
Anonymous at Sun, 26 Jan 2025 09:24:37 UTC No. 1006249
>daily checking this thread, no frog
it's truly over
Anonymous at Mon, 27 Jan 2025 06:08:09 UTC No. 1006301
>>1006170
This confirms my hunch that low-poly art is heavily advanced by baked lighting and good texture work. Compare the tri count to >>1006038 their nearly identical but 24 and 12 look better by leaps and bounds.
Also noted is the power of layered textures, where a single polygon with transparent pixels can create the illusion of greater depth like the lettuce on 18 or the metal mesh on 14.
🗑️ Anonymous at Mon, 27 Jan 2025 15:27:25 UTC No. 1006333
>>1006299
https://www.youtube.com/watch?v=8ws
Anonymous at Mon, 27 Jan 2025 17:12:01 UTC No. 1006334
>>1006332
the idea was from the 2020 Apu Rpg and I'm not satisfied with it and I need MOAR.
Anonymous at Tue, 28 Jan 2025 05:12:32 UTC No. 1006378
How should I learn/practice low-poly?
Anonymous at Tue, 28 Jan 2025 14:59:40 UTC No. 1006397
>>1006358
Why not just put the door uv overlapping the cross?
Anonymous at Tue, 28 Jan 2025 18:53:49 UTC No. 1006410
>>1006378
The best advice I can give you is learn to work with triangles. Use them to change edgeflow or finish the end of a row by making quads connect into a single vertex making a pyramid.
Anonymous at Wed, 29 Jan 2025 04:52:45 UTC No. 1006427
Day 28
Gonna make this a two parter. Finished the modeling and UV mapping but didn't have time to texture. As of now he is made of 1,109 triangles tho I would like to rig him and give him some accessories tomorrow.
Anonymous at Wed, 29 Jan 2025 16:38:29 UTC No. 1006455
Where do you find the time to do this modeling? I work a full time job and when I get home I just want to not do anything. I know these probably don’t take too much time since low poly but still
Anyway, don’t want to be too much of a doomer. Keep up the good work anon, it’s been inspirational. If I ever get my shit together I’ll post too. Maybe we can keep these sort of threads alive once we hit the limit
Anonymous at Wed, 29 Jan 2025 18:01:52 UTC No. 1006458
>>1006455
Don't feel bad.
I have no friends, no family, no hobbies, no responsibilities. 3D is my life. It's all I do. Even then the vast majority of the projects I begin I never finish. I am never able to accomplish much in the long run. That is the main reason I started these threads. It helps to have a deadline and a modicum of accountability.
Anonymous at Thu, 30 Jan 2025 15:39:32 UTC No. 1006520
>>1006489
Best one, you need to do it in two days more often like this
Anonymous at Thu, 30 Jan 2025 15:50:21 UTC No. 1006521
>>1006101
that looks amazing...
Anonymous at Fri, 31 Jan 2025 18:08:14 UTC No. 1006612
>>1006520
You honor me. I'm kind of upset I was too lazy to rig and pose him.
Anonymous at Sat, 1 Feb 2025 02:08:42 UTC No. 1006621
>>1006521
Thanks fren, but I can't take all the credit.
The wood grain texture is a texture I found on opengameart and only modified slightly. "wood2", I think it's name was.
Anonymous at Sun, 2 Feb 2025 04:08:22 UTC No. 1006669
Anonymous at Mon, 3 Feb 2025 15:53:18 UTC No. 1006764
>>1006336
>>1006170
>>1005666
>>1005108
are you painting directly on the model in blender or taking the UVs into a program like photoshop?
texturing is the one thing I still struggle with. I rely mostly on using a PBR into bake approach, or just using photo-sourced textures
I can't draw for shit so making them myself is a challenge. pic related is most of my work, all low poly apart from top-right
Anonymous at Mon, 3 Feb 2025 19:35:01 UTC No. 1006777
>>1006764
I have done all of the methods you mentioned.
Day 22 was done in Blender texture painting.
Day 24 isn't my work at all. I only did the modeling. That texture is the actual one used in the game.
Day 17 was hand painted in photoshop.
Day 6 was hand painted in procreate.
Anonymous at Tue, 4 Feb 2025 09:25:26 UTC No. 1006827
>>1004509
https://www.youtube.com/watch?v=1iu
Anonymous at Wed, 5 Feb 2025 19:13:25 UTC No. 1006910
Anonymous at Wed, 5 Feb 2025 23:50:39 UTC No. 1006929
>>1004457
Consider me inspired. I should be able to use my new computer in a week or two, maybe I'll contribute to the thread when it happens.
Anonymous at Thu, 6 Feb 2025 00:03:43 UTC No. 1006933
>>1006768
Where the fuck did they even fit 14K polys on a hyper stylized chibi?
Anonymous at Thu, 6 Feb 2025 11:51:52 UTC No. 1006976
>>1004457 (OP)
apparently tomorrow is the "official" 256fes day, so that could be somethig we could try
>>1006933
it uses a texture atlas, every single detail you see is carved into the mesh in order to look smooth no matter how close you get to the model. I used a 512x512 texture instead
Anonymous at Thu, 6 Feb 2025 22:42:54 UTC No. 1007025
>>1006976
>texture atlas
>a gorillion extra polygons to make it work
Doesn't that defeat the entire point of atlasing - optimization?
Anonymous at Fri, 7 Feb 2025 01:27:52 UTC No. 1007032
>>1007025
Do you even understand what the original model did? Like can you not read that post and just understand what and how and why?
Anonymous at Fri, 7 Feb 2025 01:35:20 UTC No. 1007033
>>1007032
I get that it's using extra polygons to UV map colors onto so they have non-pixilated edges.
What I don't get are the massive numbers of extra polygons that are very clearly neither doing that nor defining the shape of the model.
Anonymous at Sat, 8 Feb 2025 05:31:56 UTC No. 1007107
NGL op, this thread finally gave me the motivation to get off my ass and try low poly art too in blender.
Anonymous at Sat, 8 Feb 2025 12:02:46 UTC No. 1007110
>>1007085
the amount of soul in this it insane
Anonymous at Sat, 8 Feb 2025 13:35:13 UTC No. 1007114
I have an idea but no idea where to start. I vaguely recall something along the lines of "block workshop" from some time ago.
Anonymous at Sat, 8 Feb 2025 19:58:06 UTC No. 1007130
>>1007106
mysterious, what is this supposed to be?
Anonymous at Sat, 8 Feb 2025 22:26:19 UTC No. 1007137
>>1007130
I have no idea. I have recently been experimenting with layered texture baking. It's crazy how much detail and color information can be preserved when baking at ultra high resolutions then downsizing the texture after the fact.
Anonymous at Sat, 8 Feb 2025 23:56:50 UTC No. 1007142
>>1007137
Is it baked lighting? It looks some sort of a corner from some strange sci-fi architecture.
Interesting, honestly. You should do more abstract stuff, it's pretty cool.
Anonymous at Sun, 9 Feb 2025 01:57:05 UTC No. 1007144
>>1007137
Cool
Anonymous at Sun, 9 Feb 2025 02:09:11 UTC No. 1007146
>>1007114
sounds like blockbench in which case you should avoid it and use blender instead, that program is archaic as fuck unless you want to make minecraft stuff
Anonymous at Sun, 9 Feb 2025 06:31:49 UTC No. 1007152
>>1007142
Looks like some Ai garbage to me.
Anonymous at Sun, 9 Feb 2025 13:17:29 UTC No. 1007163
>>1007152
pyw
Anonymous at Sun, 9 Feb 2025 13:47:48 UTC No. 1007164
how to make a big lowpoly ass that doesnt look weird?
Anonymous at Mon, 10 Feb 2025 10:56:33 UTC No. 1007209
>>1007164
same way as titties. you don´t, just fake it trough texture painting. otherwise, just look somewhere to study, time splitters models are funny in how extreme their geometry budget is, they´re basically ps1 models except for the tits, ass and face
Anonymous at Mon, 10 Feb 2025 22:32:07 UTC No. 1007244
>>1007209
Nah that's more like ps2. Ps1 goes lower than that. This is 2004 topology.
Anonymous at Thu, 13 Feb 2025 01:44:57 UTC No. 1007423
>>1007364
Looks like an ultrasound image
Anonymous at Thu, 13 Feb 2025 09:35:30 UTC No. 1007435
Anonymous at Thu, 13 Feb 2025 16:54:26 UTC No. 1007449
>>1007364
that looks like a turd
Anonymous at Thu, 13 Feb 2025 21:37:04 UTC No. 1007461
>>1004504
pretty cool actually
Anonymous at Fri, 14 Feb 2025 23:34:29 UTC No. 1007505
>>1007482
What's happening to you OP? What is this garbage you have been putting out lately?
Anonymous at Fri, 14 Feb 2025 23:59:58 UTC No. 1007506
>>1006929
I can indeed use my new computer. My self imposed challenge is
>No more than 1000 tris
>512x512 textures
>Rigging is optional though I might do it
>Once I start a model, I have 3 days to finish it (I'm an absolute /beg/ and slow as fuck)
>I can't know what I'm gonna model beforehand, I asked my friends to give me ideas and put them in a roulette
>At least 5 models by the end of February
This is 572 tris without the paws, though I still haven't cleaned up superfluous loopcuts. I could probably make this a 500 tri challenge, who knows. Also I've never seen a bear IRL so I hope this vaguely ursiform blob is close to it.
Anonymous at Sat, 15 Feb 2025 00:05:53 UTC No. 1007507
>>1007482
>OP didn't even bother deleting the default cube
C'mon, man, you started off strong.
Anonymous at Sat, 15 Feb 2025 00:45:01 UTC No. 1007509
Anonymous at Sat, 15 Feb 2025 14:56:03 UTC No. 1007528
>>1007512
Take a break anon, the quality of your work is going exponentially down, or make another 2 day one like this >>1006489
🗑️ Anonymous at Sat, 15 Feb 2025 15:39:52 UTC No. 1007531
>>1007528
I don't understand why you're so mad at me sir.
Anonymous at Sat, 15 Feb 2025 20:17:53 UTC No. 1007541
OP's next post will be the epitome of lowpoly: a single tri.
Anonymous at Sat, 15 Feb 2025 21:20:00 UTC No. 1007544
>hard round brush
>blend
>resize and index
is this a decent approach to texturing? I need to learn to draw but it seems alright
also idk why but I struggle like fuck to make organic shapes in low poly like >>1006878, it feels so unnatural. hoping if I learn to draw I can make character turnarounds and just model over it
Anonymous at Sat, 15 Feb 2025 23:48:48 UTC No. 1007546
>>1007506
Decided to texture it now but I've no idea how to skin a bear. How would /3/ do this? Should I keep stretch to a minimum or should I make all my UV islands rectangular so that the faces and pixels line up?
Anonymous at Sun, 16 Feb 2025 00:00:34 UTC No. 1007550
>>1007547
I don't know how I've double screenshotted like that. I had some rum tonight, maybe that's how.
Anonymous at Sun, 16 Feb 2025 00:09:18 UTC No. 1007552
>>1007547
seems like it unwrapped fine, I'd just split it down the middle like you did
if you're doing low res you could section off the head though so you can increase the size of its UV so it gets more detail
Anonymous at Sun, 16 Feb 2025 00:26:01 UTC No. 1007554
>>1007552
So it's okay to just leave it like that? I tried making everything square but it's all pretty stretched. I'll just whip up a texture and see if rotated pixels are worse than stretched pixels, I guess.
Anonymous at Sun, 16 Feb 2025 00:32:08 UTC No. 1007555
>>1007544
Don't beat yourself up over it. Even now I still struggle with texture painting. Baking can help in blocking out the initial shapes if you are basing it off a higher res model. As a sculptor I also find low poly to be a very different approach to shape language since I have to worry about the topology and the structure of the Uvs from the getgo. Almost all of the mid and high frequency and even some detailed low frequency exists in the textures and the way they interact with each silhouette of the main shapes. There is a lot of trial and error that goes into this.
Anonymous at Sun, 16 Feb 2025 01:36:37 UTC No. 1007558
1/5
Bear. 708 tris. Maybe I wasn't born to be an artist, but I wouldn't mind if this thing was chasing me in a PS1 game. Next model, as per the roulette: a gun. At least it's something inorganic, should be easier.
Anonymous at Mon, 17 Feb 2025 02:36:39 UTC No. 1007637
>>1007558
Today I learned an important lesson: low poly isn't just a poly count, it's a style. This is well under the 1K tris I gave myself, but I got too carried away and now it's more of a hard surface study than an actual low poly asset. I'll finish this for the sake of finishing it then make a low poly version of it. Just like >>1004897 I'll probably just flatten everything across the X axis and make a revolver shaped box.
Anonymous at Mon, 17 Feb 2025 04:40:08 UTC No. 1007641
>>1007640
Thanks, m8. My schtick's actually game development so something like a gun would probably be animated procedurally, but maybe one day I'll try doing pre-rendered animations too for the hell of it.
Anonymous at Mon, 17 Feb 2025 14:02:15 UTC No. 1007658
>>1007646
Practice every day and still you are shit, a new Cris in the making
Anonymous at Tue, 18 Feb 2025 03:28:16 UTC No. 1007691
>>1007637
2/5
Gun. 916 tris, can shave about 100 by removing the big line that goes down the middle (Courtesy of the mirror modifier) So box modelling is fun but I really need to up my texturing game. It looks kinda shite. I don't wanna waste much more time on what's supposed to be a quick modelling challenge so I'll move on. Next model is: a dwarf. Well, shit. I should've told my friends to give me OBJECTS.
Anonymous at Thu, 20 Feb 2025 04:00:38 UTC No. 1007824
>>1007767
kys OP. You lost your mind and your talent. Even cris is better than this.
Anonymous at Thu, 20 Feb 2025 12:34:24 UTC No. 1007845
>>1007827
>902 tris for that
fucking how
Anonymous at Thu, 20 Feb 2025 15:25:03 UTC No. 1007858
>>1007827
God, give us back cris and take this hack, why the best ones have to die first ?
Anonymous at Thu, 20 Feb 2025 22:28:54 UTC No. 1007874
>>1007845
I know right that should be like 20 tris or something. Blender users are so dumb they don't know how to make anything without pressing the subd modifier LOL!
Anonymous at Fri, 21 Feb 2025 04:02:31 UTC No. 1007887
>>1007845
>>1007858
>>1007874
The nobility is so particular when it comes to their architecture. What about if I tried something more temporary?
Day 51. Untextured and Not Mapped. Currently made of 303 triangles.
Anonymous at Fri, 21 Feb 2025 05:29:44 UTC No. 1007890
>try making low poly axe
>240 tris
wow i'm suck at this
Anonymous at Fri, 21 Feb 2025 15:33:40 UTC No. 1007912
>>1007890
240 is fine considering your cuts contribute something to the UV space. Sometimes more triangles that share the same uv space ends up being more performant/aesthetically pleasing than the alternative.
🗑️ Anonymous at Fri, 21 Feb 2025 18:22:16 UTC No. 1007916
>>1007915
made me wanna give it a try. 50 and 78 tris respectively. for the textures i just threw some noise and gradients, too lazy to bake the result into a low resolution texture
Anonymous at Sat, 22 Feb 2025 12:12:34 UTC No. 1007945
>>1007937
might look better if you shade smooth or auto smooth, or just manually mark which edges should be sharp, so that the top part can be smooth but the bottom angles sharp
Anonymous at Sun, 23 Feb 2025 03:53:20 UTC No. 1007999
>>1007945
Not him but this is useful for me. I had no idea what marking edges as sharp, so I could've just shaded smooth and sharpened specific edges instead of fucking around with autosmooth angles this whole time?
Anonymous at Sun, 23 Feb 2025 03:54:20 UTC No. 1008000
>>1007999
>I had no idea what marking edges as sharp
*Had no idea what it did
Wasted trips on a typo'd post...
Anonymous at Sun, 23 Feb 2025 15:30:47 UTC No. 1008020
>>1007999
Yes, mark sharp if you are using blender
Anonymous at Sun, 23 Feb 2025 15:40:45 UTC No. 1008023
>>1008022
this is 34 tris btw
Anonymous at Sun, 23 Feb 2025 15:48:50 UTC No. 1008027
>>1008002
>>1008022
would look better if you lowered the texture to 64x64 or 128x128 and indexed it to 16 colors
Anonymous at Sun, 23 Feb 2025 16:16:17 UTC No. 1008029
>>1008028
now set the texture filtering to closest instead of linear like in >>1007915
🗑️ Anonymous at Mon, 24 Feb 2025 05:02:17 UTC No. 1008053
>>1007858
>>1007874
>>1008022
I love how I have successfully gotten everyone to turn against OP. Blender users btfo.
Anonymous at Mon, 24 Feb 2025 17:32:06 UTC No. 1008071
>>1008056
>>1008002
So If I am understanding this correctly you show the texture next to the render if you didn't make the texture yourself? In that case all of the ones that don't show the texture are ones you made. If that is the case I have to ask how you make your textures. Some of them look like prerenders but some look like they were painted. Could you describe your process?
Anonymous at Thu, 27 Feb 2025 01:58:31 UTC No. 1008258
>>1008104
>>1008187
You are doing better stuff now, glad you took your meds.
Anonymous at Thu, 27 Feb 2025 03:14:22 UTC No. 1008259
>>1007691
So much for a model every 3 days. Got busy with IRL shit and decided to spend my free time on other shit, so, uhhhhh, have the best low poly dwarf I could shit out in 15 minutes. For the low low price of 900 tris. It was a fun exercise but I want to model other things right now.
Anonymous at Fri, 28 Feb 2025 20:04:19 UTC No. 1008392
>>1007637
>>1007691
Looks nice, good job.
>Just like >>1004897 (You) I'll probably just flatten everything across the X axis and make a revolver shaped box.
I don't know if it helps, but when i'm doing low poly work, i just block in the rough silhouette and form shapes, and i leave the finer details to the texture work. Think of it like a volumetric 3D canvas, that should be your low poly mesh.
Anonymous at Sat, 1 Mar 2025 04:36:26 UTC No. 1008416
Are disjointed limbs recommended for animating low poly characters, or is it no longer necessary?
Anonymous at Sat, 1 Mar 2025 23:26:30 UTC No. 1008452
>>1008416
It's not longer necessary since a long time anon, we still make them like that because aesthetics.
Anonymous at Sun, 2 Mar 2025 18:46:37 UTC No. 1008489
>>1008416
Depends on what kind of range of motion you expect from your models. I've gone through quite a few PS1 and "PS1 style" stuff, mostly MGS and Signalis character models, and neither style stood out as vastly superior when it came to posing with a few exceptions. Stuff like a rifle aiming pose is a lot easier to do with disjointed arms since there won't be any weird deformation around the shoulder. Either way, you can hide janky deformation with texturing so it's not the end of the world.
Anonymous at Thu, 6 Mar 2025 03:03:17 UTC No. 1008688
are handpainted texture okay?
Anonymous at Fri, 7 Mar 2025 04:42:05 UTC No. 1008759
>>1008688
Not only are they okay they are encouraged.
Anonymous at Sun, 9 Mar 2025 18:26:03 UTC No. 1008918
What happened to OP? This is legit the best thread on here. No bickering over software or demoralizing just raw talent.
Anonymous at Mon, 10 Mar 2025 00:45:49 UTC No. 1008942
>>1008804
It's good anon, keep the good work
You can lower the resolution of the texture and it will look better
Anonymous at Mon, 10 Mar 2025 13:39:16 UTC No. 1008979
>>1008030
Yeah, I think faithful PS faggotry would be to use smoothing + force low screen resolution to get pixels from resolution alone as opposed to absence of texture filtering.
I still like the "new lowpoly" style, it's especially cool when pixelartsy and maintains consistent texel densities.
Anonymous at Mon, 10 Mar 2025 13:58:25 UTC No. 1008980
>>1008918
He lasted 2 weeks and then burnt out. Better than some guys who only last 5 minutes.
Anonymous at Mon, 10 Mar 2025 13:59:27 UTC No. 1008981
>>1008980
*2 months
Anonymous at Wed, 12 Mar 2025 15:35:38 UTC No. 1009138
If you guys want a nice motivation booster / productivity workflow, which I'm planning to pick myself but I'm quite not ready yet is: speedmodeling. Just fucking set yourself a tight time limit and consistently make one-sitting sessions doing your type of project under this time limit. For example, if you're into low-poly weapons, it can be "roll a weapon from list and model it from start to finish in 1 hour". Repeat this shit at least like 10 times, and you will notice you're getting really good at this shit. It's similar to daily stuff but more flexible because you can pick those 1 hour sessions whenever you feel like.
Anonymous at Sun, 16 Mar 2025 05:06:12 UTC No. 1009387
>>1009375
Neat. Doesn't work without downloading it through right click for me though.
Anonymous at Sun, 16 Mar 2025 08:04:08 UTC No. 1009391
>>1009375
That looks nice anon, it's a car?
Cars have 4 wheels and that one has 6, it's made with ai
Anonymous at Sun, 16 Mar 2025 08:35:47 UTC No. 1009400
>>1009391
> it's a car?
It is Hatsune Miku you dum-dum.
Anonymous at Sun, 16 Mar 2025 11:52:54 UTC No. 1009421
>>1009420
This would look better pixelated imo. My favorite are the blue and the yellow guys on the right.
Anonymous at Sun, 16 Mar 2025 13:48:48 UTC No. 1009424
>>1009421
thanks, the ship is my design, but originally the game was going to use billboard sprites for the enemies like Doom, but our Sprite artist didnt pull through past the designs so I had to make the enemies and recolors in the last 2 days
Anonymous at Fri, 21 Mar 2025 08:22:33 UTC No. 1009826
>>1009804
You can sculpt and bake
Anonymous at Fri, 21 Mar 2025 08:58:16 UTC No. 1009827
>>1009826
>>1009826
> stylized groves, shading, highlights
That shit is in a league of its own. Not just every 2d artist can do that either.
You CAN do groves by sculpting (it's easy and fun, you just have to know when to stop),
BUT stylized shading and especially highlights - probably not.
That stuff can definitely be generated procedurally though.
For example, Substance Painter can do that under AO generator/filter options as far as I remember.
Anonymous at Sat, 22 Mar 2025 01:50:18 UTC No. 1009867
>>1009804
I know that feel. It doesn't help that I'm retarded enough to pick a current subject that lacks views of what their backside is supposed to look like, and closer inspection has revealed their gun was drawn by M.C. Escher.
Anonymous at Sat, 22 Mar 2025 18:11:01 UTC No. 1009896
>>1009827
Yes you can do stylised shading too, we made a full game using zbrush and painter that looks hand painted, you have to know how to use some maps, I was the art director and I made the technical work too. For example all my lights and shadows come from my normal map
Anonymous at Sat, 22 Mar 2025 18:20:12 UTC No. 1009899
>>1009804
just learn how to draw bruh
Anonymous at Sat, 22 Mar 2025 19:17:05 UTC No. 1009906
>>1009896
What I meant is that when you achieving a change in perceived shading due to baking sculpted details, this change always represent some volumetric details (like groves, scratches, holes, etc).
And that is only a small part of custom handpainted shading, a big part of it in 2d is it doing its own thing without any physical reason (not due to scratches, holes, groves, etc).
The same goes for highlights, you can easily generate them according to edges and volumetric details, but in 2d highlights just appear randomly whereverer artist felt like,
sometimes without any apparent reason for it other than intuition or even just mood or inspiration, or feeling of composition.
Anonymous at Sun, 23 Mar 2025 18:18:15 UTC No. 1009972
>>1008979
>>1008980
Burned out is such a harsh way of putting it. If anything I have been working hard on making a procedural system for tree branches but haven't felt satisfied with the output.
>>1008980
I can't draw. Pic related as well as most of my textures were made with nodes and or baking.
Anonymous at Sun, 23 Mar 2025 20:04:54 UTC No. 1009977
>>1009972
> If anything I have been working hard on making a procedural system for tree branches but haven't felt satisfied with the output.
Don't feel too bad about this, this a whole damn BRANCH of computer science. You can use L-systems for quick and fun results, but to get something decent be expected to replicate systems like speedtree who for some reason decided to ask money for what they do.
Anonymous at Mon, 24 Mar 2025 05:33:49 UTC No. 1009998
>>1009972
>>1009977
Heard good things about this addon: https://github.com/steven-ray/modul
Anonymous at Mon, 24 Mar 2025 15:25:14 UTC No. 1010014
>>1009906
You can do that too, that's why I use normals to do so if you want to be more random.
Anonymous at Wed, 26 Mar 2025 14:19:22 UTC No. 1010125
Anyone know any -good- blender lowpoly anime character modeling tutorials? From what I've seen on YouTube, everyone's either the personification of the Dunning-Kruger effect making the worst-looking slop imaginable and having the balls to make a "tutorial" for it thinking their "style" (incompetency) is in any way desirable, or you'll have faggots like Crashsune that pad out his videos with multiple minutes of incessant yapping, talking non-stop without ever actually saying anything of value. His modeling tutorial alone takes 6 minutes and 45 seconds to even START the modeling process, it's fucking ridiculous!
I've already got four years of experience making hard-surface weapon models. I don't need some homo slowly teaching me what I learned from making a donut.
Anonymous at Wed, 26 Mar 2025 14:51:15 UTC No. 1010127
>>1010125
I'm also interested in those, I'm trying to keep track of tutorials and courses I like, maybe add me on disc so that we can exchange some links when we find something new? id: ivxvm
Anonymous at Thu, 27 Mar 2025 09:18:10 UTC No. 1010169
Oh gosh, wanted to share my excitement with copilot doing work for my launcher and this lil nigga banned me cuz "ai bad". I honestly don't know how to speak to people at this point. There are no safe topics.
Anonymous at Thu, 27 Mar 2025 09:47:04 UTC No. 1010175
>>1010169
Only little children do not understand that every field has tons of grindy work that becomes quite a chore after a while, especially if you're doing it for decades.
Also there are gradations of professionals like junior/middle/senior/teamlead/archi
Anonymous at Thu, 27 Mar 2025 09:54:44 UTC No. 1010177
>>1010127
>>1010169
>>1010175
I blocked you because you said that you'd use AI to replace your own lack of skill in 3D or 2D - or that you'd do it simply out of "laziness". You will never be a real artist, you are a talentless techbro masquerading as someone with passion for a craft.
Anonymous at Thu, 27 Mar 2025 10:11:55 UTC No. 1010180
>>1010177
I'm doing it for fun, and I don't know how much more time doing everything by myself will still be fun for me.
Programming similar UIs and parsers again and again was fun in past for some time, now it's not so fun, so I'm happy to use Copilot.
If it starts feeling like a chore to do yet another 1001th barrel by hand and I need that to complete the level, then maybe I'll consider using AI, or 3rd party assets or whatever.
My main interests in 3d are level design and environment design in general.
I think I'm also into small abstract miniatures - that would be closer to "art" I guess - although I never tried it, but it wouldn't make sense to use AI or 3rd party assets for that so I wouldn't if I try.
Not because "AI bad", but simply because it doesn't make sense to try to use it for something that is supposed to convey your idea in the most pure refined form.
Anonymous at Thu, 27 Mar 2025 10:16:23 UTC No. 1010181
>>1010177
> lack of skill in 3D or 2D
Also you failed at reading comprehension here, because regarding 3d I said the opposite of that - that I don't expect to use it in nearby future because I'm only doing it for a year and I don't expect anything to feel like a chore anytime soon. Also for me "laziness" and "chore" are mostly synonyms. I mean, if it's not a chore, then it's fun and I'm not going to be lazy about that.
Anonymous at Thu, 27 Mar 2025 10:21:49 UTC No. 1010182
>>1010177
truthnuke lol
Anonymous at Thu, 27 Mar 2025 16:53:54 UTC No. 1010196
>>1010125
>4 years on blender
>still needs handholding on how to stack a bunch of cubes together
trannysune sounds perfect for you. Just download old models and study them you baby
Anonymous at Thu, 27 Mar 2025 17:54:56 UTC No. 1010198
>>1010177
You can add me back btw, it's not like it defeats original purpose ( >>1010127 ). I still want to learn to create lowpoly characters (in certain favourite styles) even though my focus is environments and level design.
🗑️ Anonymous at Sat, 29 Mar 2025 22:40:20 UTC No. 1010337
>>1010125
>le epic donut meme
newfag
Anonymous at Thu, 3 Apr 2025 06:54:12 UTC No. 1010494
>>1010125
https://x.com/leedoppo/status/13911
Anonymous at Fri, 4 Apr 2025 15:18:27 UTC No. 1010593
>>1010494
Thank you, you're an actual life-saver.
Anonymous at Wed, 9 Apr 2025 00:08:55 UTC No. 1010777
im new to low poly and blender itself. new to /3/ too but I really want to learn how to do low poly. been looking at older models and almost all of them have this triangle / to their vectors. Im assuming that this makes the models have more volume? I just want to make a dq slime but it always comes out shit. pic related is the actual slime model. you can tell because its not shit.
Anonymous at Wed, 9 Apr 2025 02:56:08 UTC No. 1010782
Any tips on understanding how something like this is achieved?
the polys have a weird "noise"-like texture that's stretched to give it direction like hair somehow
>>1010777
you model in quads (usually) but games always tranform quads to tris for the simple reason that a tri is always flat.
That's not a bad slime, use proportional editing and pull the bottom in flat and widen the ring on the base (so it looks like it's sitting on flat ground), then pull the top tip to match the silhouette to start texturing
Anonymous at Wed, 9 Apr 2025 02:57:47 UTC No. 1010783
>>1010782
you can see the textures on the right here, theres a dark, grey, and light noise. Those are used in the beard in the above pic
(not the "tuft" hair on the right, that's used elsewhere)
Anonymous at Wed, 9 Apr 2025 04:17:57 UTC No. 1010784
>>1010783
>>1010782
Thos is an old technique to make real-time fur, used in games from Conker's Bad Fur Day on the N64 to Super Mario Odyssey on the Switch. You layer the same noise pattern on top of itself in planes, so that together the dots line up and form fuzzy "strands" of hair. The poly cost is significant (at least for older games), but generally cheaper and easier than complex hair cards (which tend ro require semi-transparency to look good).
Anonymous at Wed, 9 Apr 2025 06:43:15 UTC No. 1010792
>>1010783
>>1010784
Sorry, not N64 - That was the remake of Vonker for the 360.
Makes sense, since you essentially 4x (or more) your polycount.
Anonymous at Fri, 11 Apr 2025 01:28:33 UTC No. 1010841
I know this is a disaster, it's just a quick test, obviously I need to actually model this to proper head proportions and unwrap better and everything
what's a good resource for front and side views of people for textures? I used thispersondoesnotexist.com for this but it only gives a front view
trying to go for the N64 GoldenEye and Perfect Dark style, I feel like it'll match my lack of art ability
Anonymous at Fri, 11 Apr 2025 02:14:36 UTC No. 1010845
>>1010841
try searching for mugshots, pretty sure most of those come with a front and side view