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๐Ÿงต Advice for painting textures for low-poly models

Anonymous No. 861437

I'm trying to make low poly models in the style of PS2 games, shockwave browser games, early IOS games, etc. Do you have any good tutorials or tips on how to paint textures for low poly models (specifically for texturing vehicles) in blender like this?

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Anonymous No. 861438

This is the specific style/benchmark I'm currently trying to go for. Any advice?

Anonymous No. 861443

>>861437
low poly count doesn't mean blocky shapes, only limited data for optimized use
low resolution doesn't mean limited color, shape or designs, only limited image size for optimized use

blender fucking suck ass for paint texturing, pick a better software with a standard workflow unless you want to waste your time texturing everything by hand, pick any material software, drop the model and work it there, you can drop some smart materials on top and call it a day

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Anonymous No. 861522

Sounds like you need THat Photoshop baptism. Many years from now you ask Who am I? What is the year? Am I still a 3d artist? You need painting skills beyond the strokes of a brush.

THE DIGITAL PAINTER WAY OF THE MARQUEE VOODOO. THE LAYER STYLE OF BALANCE.
THE HEALING TOOL TALISMAN BLESSED BY HE WHO IS AWARE-OF-ALL-CONTENT .

Master the tools.
Smoke on that Adobe Herb inside the Digital Art Tipi.
Kiss the Wise Shaman on his Gradient Filled Selection.
This is the only way

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Anonymous No. 861542

>>861522
making textures in Photoshop is cringe bro, that is the workflow from 20 years ago, anyone can do it tho

for that you need your 3D model in BLENDET ( USING 2.91.1 aka 2.93 LTS)

1- Open your model
2- go to UV Editing section
3- click you 3D model and use Tab for go into edit mode
4- select all the model with the A key
5- Go to the UV window
7- Select all the UV faces with the A Key
9- click the UV Tab
7- Click on "Export the UV Layout"
8- Export the UV layout with your preferred settings (1024 x 1024 or else)
9- Save it in a location for edit it later

After that you'll work with your favorite image editor

10- Open the UV Mapping image
11- Select all the UZ wrapping in the editor
12- Copy it into a new layer
13 Edit any image on top for use that as your texture
14- Save the new file for edit it later
15- Export the texture as Image
Profit, now you know how to make textures using the favorite 80IQ retard ass FOSS blendet

Anonymous No. 861551

>>861437
Use the OG Substance Painter as any normal person in the industry
Blender sucks in terms of texture painting, Photoshop is just painful

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Anonymous No. 861557

>>861542

listen mother YOu skipped the part in your tutorial .

Thee part where you texture/doctor/paint/gradient/shadow/highlight/blend/etc. inside that Image manipulation suite. One will need digital skill to make things this way. Skill spanning many art disciplines.

VERSUS JOE SUBSTANCE,

he drags smart materials onto his tank model for 35 mins and uploads to turbo-squire

Mad mad mad mad mad world where THAT is the standard of the medium-

Low tier expression. Barely anything separating you from he

Anonymous No. 861585

>>861542
Shut the fuck up retarded zoomshit. You talk like a fag.

Anonymous No. 861600

>>861557
This is a fucking 3D board, if he doesn't have 2D art skills or cant fucking edit an image in photoshop is not my fucking problem, RETARD

Anonymous No. 861601

>>861585
Dilate faggot foss nigger lover

Anonymous No. 861618

>>861600
....

I sheath my sword-
*turns away from you*

in my hand, The Massive claymore forged out of German Steel , kissed by Adobe Elder. I raise the weapon, pause- Begin its downward push into the equally massive sword holster which is fastened to my waist by kryptonite motor-bike lock

*sprints away downhill*

Anonymous No. 862063

>>861437
ps2 was not low poly, especially not racing games where all the detail is crammed into the cars.

Anonymous No. 862174

>>862063
you are retarded

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Anonymous No. 862269

>>862174

Anonymous No. 862297

>>861437
also if you want to use blendet for texture a car, doing it by hand is utterly retarded

the best solution thing that blendet offer is painting with decals, you create some premade gradient or details about you want to project in the car and use those for paint over the model, that is the only viable solution unless you want to spend hours "painting" in the model using blendet crap

it just works, be creative and stop being a fossfag, software are just tools, and blendet is not going to do everything
https://www.youtube.com/watch?v=lmbAs9jE1vI

Anonymous No. 862350

>>862269
this isnt ps2

Anonymous No. 862369

>>862063
'low poly' just means realtime anon. Even 100K type models are very much considered 'low poly' today
as modern gpu's can render several million polygons at smooth interactive framerates.

Offline content is what's 'high poly' as in unrestricted polycount, which can be in the order of multiple millions.

Like in common terms as of today you're about to bake a normal map for a game character, your ingame model may be upwards to 250000 polygons.
The sculpt you bake the normals from is usually at least something like ~12.5 million polygons. One is your low poly as opposed to the high poly.

The whole 'low poly' art movement should rebrand themselves to 'retro realtime' or something.

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Anonymous No. 862374

>>862350

Anonymous No. 862391

>>862369
>Even 100K type models are very much considered 'low poly' today
you untalented tards could shat out 5M tri models and it still would look worse than a professionally made 30k asset.

Anonymous No. 863532

>>862391
kek

Anonymous No. 863535

>>861600
cope

Anonymous No. 863536

>>861438
Just model the car and use a lightmap. Use consistent gradients for the metals.

Anonymous No. 863807

https://youtu.be/m3Wf-EegBgg
https://youtu.be/vskDAr8_8bU
Probably not exactly what you want but hope this helps (:

Anonymous No. 864481

>>863807
thank you, though