🧵 /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