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🧵 /DailyLowPoly/

Anonymous 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 No. 1004459

>>1004457
Nice, I'll be watching for some low poly goodness

Anonymous No. 1004468

>>1004457
You can also post a wire too

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Anonymous No. 1004504

forget rules man just flex your head and make whatever brings you the joy

Anonymous No. 1004509

>>1004457
I'm expecting 30 good days or I'll be disappointed in you

Anonymous No. 1004517

What if I have zero ideas
what should I do

Anonymous No. 1004522

>>1004517
do something that's within your line of sight

Anonymous 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

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Anonymous 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.

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Anonymous No. 1004623

Day 3

Anonymous No. 1004638

What’s the best way to learn how to model low poly?

Anonymous 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 No. 1004686

>>1004623
Neat

Anonymous No. 1004709

>>1004623
looks pretty fukken dope

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Anonymous No. 1004717

Day 4

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Anonymousl No. 1004813

Day 5

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Anonymous No. 1004887

Day 6

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Anonymous No. 1004897

im not OP, nor do i do models everyday but here's my little chimed-in contribution.

Anonymous 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

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Furry No. 1004921

Will there be furries in this game? I think it would be more atmospheric

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Anonymous 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.

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Anonymous No. 1004938

This is my contribution OP

>>1004717
This reminds me of that silly moonbase browser glorified chatroom game. Does anyone remember it?

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Anonymous No. 1004989

Day 7

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Anonymous No. 1005069

Day 8

KRCH No. 1005093

>>1005069
>Day 8
Looks cool

KRCH 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

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the chair nerd 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

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the chair nerd No. 1005105

>>1005102

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Anonymous 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?

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Anonymous 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.

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Anonymous 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.

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Anonymous 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.

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Anonymous 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.

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Anonymous No. 1005150

Day 9

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Anonymous No. 1005160

>>1005108
xhe's rigged

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Anonymous No. 1005210

Day 10

Anonymous 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.

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Anonymous 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

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Anonymous 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

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Anonymous No. 1005334

Day 12

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Anonymous No. 1005383

Day 13

KRCH No. 1005388

>>1005334
Will a shark live there?

KRCH No. 1005389

>>1005383
His name is "Chёrt" :)

Anonymous No. 1005411

>>1005388
Not a great white. They can't even live in aquariums.
>>1005389
I like it.

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Anonymous No. 1005451

Day 14

KRCH No. 1005471

>>1005451
It's hard for me to imagine what the game will be about

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Anonymous No. 1005529

>>1005471
What gaame?
Day 15

KRCH 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

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Anonymous No. 1005603

>>1005543
It would involve evil pterosaur empires.
Day 16

KRCH No. 1005623

>>1005603
I like your style

Anonymous 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 No. 1005649

>>1005642
>Eevee
I use a custom shader that only displays diffuse and alpha information.

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Anonymous No. 1005666

Day 17

Anonymous No. 1005671

>>1005666
Nice model anon

Anonymous No. 1005672

>>1005642
>>1005649
You can use a Mix node with emission and transparent node

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Anonymous No. 1005739

Day 18

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the chair nerd No. 1005744

>>1005739
Fuck yes.

KRCH No. 1005759

>>1005739
I`m hungry now :/

FredGordonHerbert No. 1005786

>>1005744
Waow. Coho!

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Anonymous No. 1005805

Day 19

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Anonymous No. 1005860

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Anonymous No. 1005901

Day 20

the chair nerd No. 1005928

>>1005860
SOVL!

the chair nerd No. 1005929

>>1005901
No no that's cheating. No cylinders.

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Anonymous No. 1005934

this retard pepe please

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Anonymous No. 1005956

>>1005929
I see no such rule.
>>1005934
Sounds like fun. Here is my progress.

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Anonymous No. 1005980

>>1005929
Technically this is an octagon not a cylinder.
Day 21

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Anonymous No. 1005989

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Anonymous No. 1005997

>>1005956
good. finally there's a 3D model of retard pepe that I can put in the 3D open world game.

Anonymous No. 1006016

>>1005980
Well it's 3D so not an octagon but an octahedron. Learn your geometry you stupid blender user.

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Anonymous No. 1006038

Day 22

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Anonymous No. 1006041

>>1006038
Cute.
Your thread has inspired me.
I've been grinding skill points in low poly.
Any UV unwrapping tips?
My UVs are all fucked up on this mess tin.

KRCH No. 1006071

>>1006038
Is this a zombie?

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🗑️ Ainonymous 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/.

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Anonymous 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/.

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Anonymous 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 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.

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Anonymous 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.

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Anonymous 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.

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Anonymous No. 1006103

Day 23

Anonymous No. 1006104

>>1006071
Not sure what it is. I rushed the texturing process and just kinda drew whatever.

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Anonymous No. 1006170

Day 24

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Anonymous 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.

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Anonymous No. 1006233

Day 25

Anonymous No. 1006249

>daily checking this thread, no frog
it's truly over

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Anonymous No. 1006299

Day 26

Anonymous 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.

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Anonymous No. 1006321

>>1005934
needs actual texture work, but here´s my attempt

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Anonymous No. 1006331

messing around looking for le epic workflow

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Anonymous No. 1006332

>>1005997
>apu apustaja sims
new obsession unlocked

🗑️ Anonymous No. 1006333

>>1006299
https://www.youtube.com/watch?v=8wsNDzyQ1VQ

Anonymous No. 1006334

>>1006332
the idea was from the 2020 Apu Rpg and I'm not satisfied with it and I need MOAR.

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Anonymous No. 1006336

>>1006301
100%
Many of these are made or broken by the textures. Evidently I am not the greatest at texture painting

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Anonymous No. 1006358

Is it acceptable to have atrocious UVs in order to achieve good texel density?

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Anonymous No. 1006375

Day 27

Anonymous No. 1006378

How should I learn/practice low-poly?

Anonymous No. 1006397

>>1006358
Why not just put the door uv overlapping the cross?

Anonymous 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.

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Anonymous 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 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

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Anonymous 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.

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Anonymous No. 1006464

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Anonymous No. 1006489

>>1006427
Day 29
Part 2!

Anonymous No. 1006520

>>1006489
Best one, you need to do it in two days more often like this

Anonymous No. 1006521

>>1006101
that looks amazing...

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Anonymous No. 1006576

Day 30

Anonymous No. 1006612

>>1006520
You honor me. I'm kind of upset I was too lazy to rig and pose him.

Anonymous 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.

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Anonymous No. 1006622

Day 31

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Anonymous No. 1006668

Day 32

Anonymous No. 1006669

>>1006622
>>1006668
Cool shit bro.

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Anonymous No. 1006742

Day 33

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Anonymous 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

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Anonymous No. 1006768

a bit too much for this thread(even though it barely technically sticks to the rules), but here´s a demake of a disgaea 6 model

Anonymous 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.

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Anonymous No. 1006818

Day 34
Gonna make this one another two parter since I didn't even get to the uvmapping phase today. 778 Triangles.

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Anonymous No. 1006822

2394 triangles
1024x1024 texture

Anonymous No. 1006827

>>1004509
https://www.youtube.com/watch?v=1iuRUQuG3D4

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Anonymous No. 1006878

Day 35

Anonymous No. 1006910

>>1006818
>>1006878
Woah what happened to the body?

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Anonymous No. 1006917

>>1006910
I deleted it by accident. I started out making a primate but now I wanna make something a bit different. Remaking it rn.

Anonymous 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 No. 1006933

>>1006768
Where the fuck did they even fit 14K polys on a hyper stylized chibi?

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Anonymous No. 1006948

Day 36

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Anonymous 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 No. 1007025

>>1006976
>texture atlas
>a gorillion extra polygons to make it work
Doesn't that defeat the entire point of atlasing - optimization?

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Anonymous No. 1007031

Day 37

Anonymous 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 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.

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Anonymous No. 1007085

gave the 256fes challenge a try, 214 and 247 respectively

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Anonymous No. 1007106

Day 38

Anonymous 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 No. 1007110

>>1007085
the amount of soul in this it insane

Anonymous 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 No. 1007130

>>1007106
mysterious, what is this supposed to be?

Anonymous 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 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 No. 1007144

>>1007137
Cool

Anonymous 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

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Anonymous No. 1007147

>>1007142
Yes it is baked. Just like this one. Day 39

Anonymous No. 1007152

>>1007142
Looks like some Ai garbage to me.

Anonymous No. 1007163

>>1007152
pyw

Anonymous No. 1007164

how to make a big lowpoly ass that doesnt look weird?

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Anonymous No. 1007203

Day 40

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Anonymous 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 No. 1007244

>>1007209
Nah that's more like ps2. Ps1 goes lower than that. This is 2004 topology.

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Anonymous No. 1007248

Day 41

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Anonymous No. 1007364

Day 42

Anonymous No. 1007423

>>1007364
Looks like an ultrasound image

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Anonymous No. 1007426

Day 43

Anonymous No. 1007435

>>1007426
>>1007364
>>1007248
getting lazy man

Anonymous No. 1007449

>>1007364
that looks like a turd

Anonymous No. 1007461

>>1004504
pretty cool actually

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Anonymous No. 1007466

>>1007435
Yeah I guess those do kinda suck. Maybe they would make for okay LODs in a space game or something.
>>1007449
Your turds look like this?

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Anonymous No. 1007482

Day 44

Anonymous No. 1007505

>>1007482
What's happening to you OP? What is this garbage you have been putting out lately?

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Anonymous 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 No. 1007507

>>1007482
>OP didn't even bother deleting the default cube
C'mon, man, you started off strong.

Anonymous No. 1007509

>>1007505
>>1007507
Why are you so mad at me?

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Anonymous No. 1007512

Day 45

Anonymous 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 No. 1007531

>>1007528
I don't understand why you're so mad at me sir.

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🗑️ Anonymous No. 1007536

>>1007528
Day 46

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Anonymous No. 1007537

>>1007528
Day 46

Anonymous No. 1007541

OP's next post will be the epitome of lowpoly: a single tri.

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Anonymous 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

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Anonymous 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?

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Anonymous No. 1007547

>>1007546
Fug, that's the reference I was using. Meant to post this.

Anonymous No. 1007550

>>1007547
I don't know how I've double screenshotted like that. I had some rum tonight, maybe that's how.

Anonymous 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

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Anonymous 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.

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Anonymous 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.

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Anonymous 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.

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Anonymous 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.

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Anonymous No. 1007640

>>1007637
its something i made a while ago not for this thread, but it might be of help

Anonymous 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.

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Anonymous No. 1007646

>>1007541
I'm gonna make this a two parter like this anon suggested >>1007528
Day 47

Anonymous No. 1007658

>>1007646
Practice every day and still you are shit, a new Cris in the making

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Anonymous 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.

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Anonymous No. 1007704

>>1007646
>>1007658
Day 48

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Anonymous No. 1007767

Its got like a hundred triangles or something. Grids count as a texture right?
Day 49

Anonymous No. 1007824

>>1007767
kys OP. You lost your mind and your talent. Even cris is better than this.

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Anonymous No. 1007827

>>1007767
>>1007824
In order to build something great one must first make the scaffolding.
Day 50

Anonymous No. 1007845

>>1007827
>902 tris for that
fucking how

Anonymous No. 1007858

>>1007827
God, give us back cris and take this hack, why the best ones have to die first ?

Anonymous 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!

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Anonymous 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 No. 1007890

>try making low poly axe
>240 tris
wow i'm suck at this

Anonymous 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.

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Anonymous No. 1007915

>>1007890
here's one I made a couple months back, 88 tris. best advice I can give is only add detail if it helps the silhouette, and delete interior hidden faces

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🗑️ Anonymous 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

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Anonymous No. 1007929

Day 52

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Anonymous No. 1007937

Low poly nuke (144 tris). 2nd model I've ever made, I wanna get better at this shit

Anonymous 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