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๐Ÿงต Low poly pixel art thread

Anonymous No. 885493

Another thread where we autistically argue about the merits of this style.

Anonymous No. 885503

I like the style but I hate having to place each pixel perfectly

Anonymous No. 885544

>>885493
there was a cool maya tutorial on youtube from the guy that made your pic but that fag has deleted it all

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Anonymous No. 885550

MOAR POLYGONS

Anonymous No. 885554

>>885550
micropolygons

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Anonymous No. 885559

>>885493
>5 enjoyable minutes of building table in minecraft
>export to obj, import into maya
>3 hours of retopologizing
>1 hour of cutting UVs
fuck this workflow, now I don't even have an idea how to UV/texture this shit so it matches the minecraft model

Anonymous No. 885565

It's such an ahistorical style. I guess megaman used it? But that's the only real game I can even think of.

Anonymous No. 885571

>>885550
What and why?

Anonymous No. 885587

>>885571
Crysis 2
to make AMD look bad because Nvidia tesselation performance was better at the time

Anonymous No. 885592

>>885493
Another thread where you show us how untalented and useless you are OP. Good job.

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Anonymous No. 885615

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Anonymous No. 885622

My first Blender project, how am I doing so far?

Anonymous No. 885644

>>885622
What are your goal?

Anonymous No. 885667

>>885644
Kinda just to understand how Blender works, and possibly get something decent looking out of it. Instead of going all out on detailed renders, I thought it might be best to just start simple, not trying to emulate any console in particular, just working with the low poly style.

Anonymous No. 885674

>>885622
Is that sprytile?

Anonymous No. 885686

>>885571
Bait and bait. It's not real. Same as 2B's ass being 6 mil polygons

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Anonymous No. 885725

how do delete this overlaying UV space? the texture like this is as big as I want it to be

Anonymous No. 885726

>>885725
scale your UV to whatever percent would fill up most of that texture and then scale the texure by the same amount

Anonymous No. 885736

>>885725
scale the UV

Anonymous No. 885751

>>885736
that would fuck up the pixels (..even more, they are skewed as fuck and I don't know what to do with it)

Anonymous No. 885760

>>885725
Unwrap it again, and use a square texture with the amount of pixels equal to a power of two.

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Anonymous No. 885783

>>885674
Yep, just testing out the add-on using Sprytile's tutorial pixel art texture. Mostly doing so to figure out how Blender works before going all in on pixel art tiles (although I already have quite a bit or practice on the pixel art end). I've been using Solidworks for most of my modeling career, so texture mapping and lighting are skills I'm looking to get better at.

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Anonymous No. 885839

this plugin for Painter looks cool, sadly it's not available on cgpersia or anywhere else
https://actiondawg.itch.io/pixel8r2

Anonymous No. 885851

>>885839
I hoped we moved past that by the year 2000

Anonymous No. 885862

>>885493
That looks like cardboard. "Pixel art" only works when you're looking at it through a CRT screen where the pixels get blended together into a smooth image. This sort of minecraft style of intentionally blocky texturing only works in minecraft because the whole fucking world is made out of blocks.

Anonymous No. 885866

>>885862
>Muh filters
Fuck off. Pixel art is a art form, there's nothing wrong with looking at squares as a form of style. Literally the same can be said about actual voxel games where every form of geometry is represented as a "3D Pixel" in resolution.

Anonymous No. 886793

>>885839
Is this any different than just posterizing in Photoshop?

Anonymous No. 886809

>>885544
>but that fag has deleted it all
It's shit like this that made me give up on 3D modeling, and the artist sphere whatsoever. For some reasons artists are huge secret club fags, they never share any fucking thing so if you want to learn anything other than basic*character*tutorial then good luck.

Anonymous No. 886840

>>886809
it often has to do with their contract terms, they are not always assholes

Anonymous No. 886919

>>886809
Just go to a school to learn 3D. Artists have no obligation to teach anything and unless they happen to have become some sort of a youtube personality who makes a ton of money from tutorials, there's no incentive. It's also impossible to just casually explain the process to anyone because it has a lot of layers and a long learning curve.

Anonymous No. 887031

>>885493
I have nothing to contribute to this thread other than to say that Cortana looks like the girl from strip poker on the commodore 64.

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Anonymous No. 887037

>>885493
I love this shit I'm going to post all I got

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Anonymous No. 887154

Why don't you guys make a general already?

Anonymous No. 887155

>>887154
that's the entire point of the thread.

Anonymous No. 889085

>>885615
I hate this shit so much.

Anonymous No. 889089

>>887155
Doesn't look like a general

Anonymous No. 889092

>>889089
We don't want to attract Chris.

Anonymous No. 889093

>>889092
I thought he moved on to /vg/?

Anonymous No. 889094

>>889093
That'd be cool. I wanted to post about lowpoly for a while on here but it's been impossible thanks to that fucking retard.

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Anonymous No. 889096

>>889094
Well on the subject of the thread, what do you consider to be lowpoly? Sub 2k? Sub 1k?

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Anonymous No. 889097

>>889096
If it looks like it could run on a 90s or Y2k PC, N64, PS1/2, Gamecube, PSP or DS it's good with me.

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Anonymous No. 889098

>>889097
Nice

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Anonymous No. 889099

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Anonymous No. 889100

>>889098
I generally prefer 5th gen stuff though.

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Anonymous No. 889101

>>889100
I like mostly 6th gen but 5th gen stuff sometimes activates the neurons

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Anonymous No. 889102

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Anonymous No. 889105

>>889104
Cool I haven't seen this one before.

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Anonymous No. 889106

>>889105
Meanwhile I think I've seen pic related in every low poly thread

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Anonymous No. 889107

>>889106
I don't mind that one. The truly horrible ones are the texturless solid color abominations with hard shadows on the edges that you see in every fucking indie game.

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Anonymous No. 889108

>>889107
Preaching to the choir bro. I also hate how those "low poly" images take up a third or more of the results in searches

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Anonymous No. 889109

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Anonymous No. 889111

>>889110
This game looked so damn cool. Too bad it turned out being another generic indie metroidvania.

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Anonymous No. 889113

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Anonymous No. 889117

>>889113
>edge wear meme

Anonymous No. 889118

>>889117
It's an easy way to hide seams.

Anonymous No. 889129

>>889118
this man paints minis

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Anonymous No. 889149

>>885493
What is the proper way to get UV unwrap consistent pixel sizes like OP's picture?
Every time I try making a low poly pixelated model myself I end up with wildly inconsistent pixel sizes.
I also have a real hard time 'straightening' UVs while keeping their size and proportions.
Take a look at my picture, the belly area unintentionally ended up way more high-res than the face, for example.
I am using blender.

Anonymous No. 889151

>>889149
show wireframe

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Anonymous No. 889154

>>889151

Anonymous No. 889171

>>889098
Correct me if I'm wrong, but wasn't Need for Speed "Hot Pursuit" the third NfS game? Did they make a direct sequel to NfS Hot Pursuit or some shit?

Anonymous No. 889192

>>889171
According to wikipedia, yes

Anonymous No. 889639

>>889149
https://www.blendernation.com/2020/02/27/blender-add-on-texel-density-checker-free/

Anonymous No. 889758

Anybody know of a good resource to learn how to make clean flat uv maps for the pixel art look? Cubiods, cylinders, and simple shapes are pretty straight forward, but I'm having a bitch of a time with non-uniform shapes.

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Anonymous No. 890080

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Anonymous No. 890083

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Anonymous No. 890090

>>885493
really into quake era graphics lately. I'm working on a soulslike

Anonymous No. 890131

>>890090
wireframe and uv's pls

Anonymous No. 890188

>>890090
That looks too high-poly for Quake

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Anonymous No. 890197

>>890131
UV is still not at clean as i would like... I split it into different textures.
I should probably also change the elbows later to, might look stretched
>>890188
Yeah my idea is more like Vagrant Story wireframe with quake style textures

Anonymous No. 890203

>>890090
Looks awesome anon, great work

Anonymous No. 890220

>>890090
>>890197
This is nice. What are you using to make the textures?

Anonymous No. 890233

>>890220
I paint them in blender and I do color grading in photoshop

Anonymous No. 890401

>>886809
Literally just pretend you're modelling for a DS game with poly restraints and low res textures

Any ds game with 3D assets emulated at a 1080p or higher looks like this. I mean OG Ds not 3DS

Anonymous No. 890445

>>885667
This is very smart. It's better to learn how to enjoy a thing before learning the technical intricacies of a thing, rather than vice versa

Anonymous No. 890533

>>890090
Looks amazing.
I've been using Blender for a year and I can't make humanoid models as good as yours, this level of detail you're going for is exactly what I wanna make.

Anonymous No. 890751

>>889097
Is this from the Oblivion PSP port they were working on?

Anonymous No. 890803

>>889111
>>889110
what game?

Anonymous No. 890914

>>890751
ya

>>890803
Slain. They baked those 3d models into 2d sprites so it doesn't look nearly as cool.

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Anonymous No. 891916

If anyone has stuff like this >>889098 from the PS2 era (characters, assets, pretty much everything), I'm HEAVILY interested. Or if you know a centralised place where to find PS2 era stuff, it's even better

Anonymous No. 891941

>>891916
models-resource.com

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Anonymous No. 892215

>>892214
450-600 tris
256x256 for copter & 256x512 for cannon

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Anonymous No. 892252

>>887059
My brain is telling me to tell you that the red arty is fucked but the blue team is going to lose overall. Have a nice day.

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Anonymous No. 892753

How do you niggas plan out and apply your textures for low poly?
I'm a brainlet when it comes to this kind of shit and have been mostly using color squares ala Crash Bandicoot but I don't want it to look like this faggy shit:
>>885615
I like texture painting a lot, but Blender's texture painter sucks major donkey dick for pixel art. Wat do?

Anonymous No. 892754

>>892753
>How do you niggas plan out and apply your textures for low poly?
Consider every detail and how you can apply them as efficiently as possible. It's very hard to explain, but you can figure it out. I recommend watching this guy's speed modelling videos:
https://www.youtube.com/channel/UCzlWKWAGf2rptgRHg4vd06A/videos
>I don't want it to look like this faggy shit:
>>>885615
Using smooth shading automatically prevents that. It's really that simple.

Anonymous No. 892757

>>892754
I already use smooth shading, but I don't think it really matters much if I'm aiming for this kinda look:
>>887039
>>887045
>>887046
>>887051
>>887055
As far as I am concerned there is very little to no shading in these overall. It's kind of a faux-shaded look. Something like Megaman Legends or Fear Effect.
>that link
Great resource, thanks. I've seen the Shovel Knight one before, but I should probably go through more of these soon.

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Anonymous No. 892813

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Anonymous No. 892819

>>892813

>lowpoly with high res normal map bake

Anonymous No. 892936

>>890079
X-Com?

Anonymous No. 892941

>>892819
I mean could be useful if you're making a Totalwar type game and want to have thousands of characters on screen at once.

>Or if you don't understand how a rasterizer works and still think systems that can handle pixelshaders cant handle at least several hundred thousand polygons at interactive framerates.

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