🧵 Untitled Thread
Low Poly at Mon, 26 Aug 2024 05:03:31 UTC No. 992953
Use this as a place to help rebuild after the great purge /3/
I autisically save everything so hopefully I can help give back to a board that I love on this god-forsaken Mongolian basket weaving site
Anonymous at Mon, 26 Aug 2024 05:11:12 UTC No. 992957
I saved some of the lowpoly wafiu stuff so here is at least a pic of that. If someone wants to try to rebuild that as well, use this thread for whatever.
last one >> https://warosu.org/3/thread/983543
( i legit don't know how to link things so fuck it)
Mecha at Mon, 26 Aug 2024 05:30:23 UTC No. 992970
>>992957
>>983543
Anonymous at Mon, 26 Aug 2024 08:45:28 UTC No. 993043
>>992953
Did you save any of the material nodes on the thread that was complaining about the new eevee?
Anonymous at Mon, 26 Aug 2024 08:56:14 UTC No. 993046
>>993043
https://warosu.org/3/thread/989283
Anonymous at Mon, 26 Aug 2024 15:29:45 UTC No. 993127
>>993048
Did you draw or bake the texture?
Is it generally easier to draw from 0 or bake / edit for this sort of style?
Anonymous at Mon, 26 Aug 2024 17:00:14 UTC No. 993154
>>993127
https://youtu.be/1FteWqBSg4c
Anonymous at Mon, 26 Aug 2024 20:03:01 UTC No. 993190
>>993163
>pic
what a gem that was
Anonymous at Tue, 27 Aug 2024 18:47:21 UTC No. 993375
>>992957
what the fuck, the texturing on her is amazing.
Anonymous at Thu, 29 Aug 2024 13:01:49 UTC No. 993622
>>993093
any example for a guy character?
Anonymous at Thu, 29 Aug 2024 13:50:42 UTC No. 993626
so japanese low poly is just planes, cubes and cylinders with 4-6 edges.
Anonymous at Fri, 30 Aug 2024 01:50:40 UTC No. 993696
How many polys is considered low poly? I keep trending toward 700-ish tris whenever I model a person (I'm pretty new to modeling fyi)
>
I know that some n64 games were around that # of tris for the main character but idk if that counts if you did that for even minor characters, it seems more like gc tier or something
Anonymous at Fri, 30 Aug 2024 22:40:29 UTC No. 993754
>>993671
practice
Anonymous at Fri, 30 Aug 2024 22:49:44 UTC No. 993755
>>993093
Anyone know of any artists with similar work to this one? (I forgot this artist’s name Priichuu or something)
Anonymous at Sat, 31 Aug 2024 05:35:37 UTC No. 993775
>>993696
No definitive answer to that, each case depends on the complexity of what you're trying to model and what kinda look you're trying to go for. N64 mario and a character from MGS Peace Walker are both considered low poly, but the later has at least twice the tris.
If you're trying to replicate the visuals of a particular game / era, go download some of its models and aim for similar number of polys. Otherwise just find something similar to what you're tryng to make, keep whatever details you can to the textures, cut the geometry that doesnt affect the silhouette and you should be good.
Anonymous at Sat, 31 Aug 2024 07:48:02 UTC No. 993779
>>992953
>the great purge /3/
Wait, what the fuck happened? I stopped browsing last year when that one retard spammed the catalog and basically killed a ton of good reference threads.
Contributing to low poly greatness.
Anonymous at Sat, 31 Aug 2024 09:34:41 UTC No. 993787
>>993779
Mods somehow fucked up and wiped about 19 boards, /3/ included.
Anonymous at Sat, 31 Aug 2024 16:51:35 UTC No. 993814
>>993779
the different resolution on the eyelids compared to the eyes makes me mad
actually the differing resolution all over the model is kind of aids
Skvll !!+wHP/bHIpmB at Sat, 31 Aug 2024 17:40:27 UTC No. 993818
>>992957
Would you mind showing the UVs? I'm curious about how you've unwrapped her.
Anonymous at Sat, 31 Aug 2024 17:56:55 UTC No. 993821
>>993696
PS1 range from 240 Tris for Lara 1 to nearly 800 Tris for Crash ('cheated' via untextured poly) with Spyro being at 430 or something - so that's your "bottom" limit. Where you place the upper limit is up to personal preference and is guaranteed to spark a fight.
Just pick whatever "old" console you consider to have the sweet spot in model quality vs polycount, and use that as (you)r range.
Anonymous at Sun, 1 Sep 2024 01:36:35 UTC No. 993864
>>993841
woah who's the artist
Anonymous at Sun, 1 Sep 2024 10:56:15 UTC No. 993906
Anonymous at Sun, 1 Sep 2024 23:45:41 UTC No. 993997
>>993864
Circumsoldier
Anonymous at Tue, 3 Sep 2024 11:09:13 UTC No. 994145
>>994143
another vid from hoolopee. I wish one of the experts at low poly like heinn here >>993840
or this guy would release an actual course or at least a full length video on their character workflow
I've got no fucking clue how the people doing shit like 256fes or this work their magic
texturing is a bit of a mystery too; I know how to do it technically, but I'm never sure what order to texture things. start with base color, add detail, then fake the shadow and light? no clue
Anonymous at Wed, 4 Sep 2024 01:42:37 UTC No. 994221
>>994143
this webm is great
where di d you get it?
Anonymous at Wed, 4 Sep 2024 01:54:26 UTC No. 994223
>>994144
yeah it looks pretty good.
🗑️ Anonymous at Wed, 4 Sep 2024 07:29:05 UTC No. 994242
>>994201
Sculpt it then retopo to low poly, chuddy.
Anonymous at Wed, 4 Sep 2024 10:15:12 UTC No. 994252
>>992957
damn, goes to show it's all about the texture work
Anonymous at Wed, 4 Sep 2024 10:47:50 UTC No. 994254
>>994249
>hoolopee twitter
thanks
🗑️ Anonymous at Wed, 4 Sep 2024 12:19:35 UTC No. 994264
>>994249
>quad remesher
You retopo it manually. It will always work.
Anonymous at Wed, 4 Sep 2024 13:50:51 UTC No. 994266
>>994264
would rather smash my dick with a hammer than do manual retopo
Anonymous at Wed, 4 Sep 2024 14:07:21 UTC No. 994270
>>994266
>troons do not want to retopo their own 250 polys anime girls
damn you are all lazy. there are people retopoing 200k characters. also part of a properly topoed mesh are correct edgeloops and placement which your AI cannot do. your animations will look like shit. nothing beats manual retopo for best optimization.
Anonymous at Wed, 4 Sep 2024 15:31:48 UTC No. 994279
>>994256
Bro most of it is literally just putting highlights on object edges, it's really easy shit to do.
Anonymous at Wed, 4 Sep 2024 15:45:45 UTC No. 994280
>>994270
Quad Remesher isn't an AI dingus, it's a port of Zremesher to multiple different applications by the original developer. You can also use materials to guide it's flow so that it puts the edge loops where you want them to go among other things.
It's still really not necessary for this kind of thing though. you'd be way better off with Retopoflow or any of the other tools that make manual retopo a breeze.
Why would you even need to sculpt and retopo for a low poly mesh in the first place?
Anonymous at Wed, 4 Sep 2024 16:34:55 UTC No. 994286
>>994201
Do it anon, it's challenging for a reason, a lot of Anons here think that low poly is shit and easy, but it's not and definitely you can learn a lot making those restrictive challenges
Anonymous at Wed, 4 Sep 2024 16:39:18 UTC No. 994287
>>993569
Hey apple faggot glad to see you back
Nice textures
Anonymous at Wed, 4 Sep 2024 16:39:34 UTC No. 994288
>>994280
>Zremesher
Even with guides, it's shit. I used le zremesher when I was a noob but then just put it off and manually retopo every single mesh I make because it's simply superior with 100% control and efficiency. Your models will look visually better when you place down the topology yourself.
Sculpting the high poly will give you a secure guide to retopology on
Anonymous at Wed, 4 Sep 2024 16:40:25 UTC No. 994289
>>993671
Lear to render properly your models
Anonymous at Wed, 4 Sep 2024 16:40:39 UTC No. 994290
>>994288
+ normal maps baking
Anonymous at Wed, 4 Sep 2024 16:41:52 UTC No. 994292
Low poly + pixel art if I can make pixel art, yes or no?
>>993841
I like this
Anonymous at Wed, 4 Sep 2024 17:17:41 UTC No. 994304
>>994292
Yeah, low poly is quite easy so go for it.
Anonymous at Thu, 5 Sep 2024 02:00:10 UTC No. 994345
>>994334
fast improvement, keep practicing
Anonymous at Thu, 5 Sep 2024 04:47:47 UTC No. 994361
>>993839
how do you paint texture at 30sec?
Anonymous at Thu, 5 Sep 2024 09:57:12 UTC No. 994371
>>994362
Looks nice
Anonymous at Fri, 6 Sep 2024 23:37:37 UTC No. 994519
I was considering doing low poly for a VN like game and cutting pose to pose keyframes (like phoenix wright). Then I looked at the credits list and the game had 40+ animators. So it seems even if I were to do 6-8 characters and each with a set of 15-20 expressions, it seems like it's something you'd need a crapton of people for.
Anonymous at Sat, 7 Sep 2024 00:36:58 UTC No. 994524
>>994519
depends on how much work you´re going to put in the models mostly, what you´re planning doesn´t sound like something you´d need more than a single person for
Anonymous at Sat, 7 Sep 2024 00:49:12 UTC No. 994525
>>994524
I guess best thing I can do is just try making one character/background and see how long it takes. I dig story games but I wanted to try to do something a little more than standard rpgmaker, and instead something more like crow country/coffin in terms of the small stage floating in a black void.
Anonymous at Sat, 7 Sep 2024 05:39:54 UTC No. 994557
>>994459
What's wrong with her face?
The model looks good, but her/his face looks really off
Anonymous at Sat, 7 Sep 2024 08:04:44 UTC No. 994568
>>994557
>/his
you have to go back
🗑️ Anonymous at Sat, 7 Sep 2024 11:09:31 UTC No. 994574
>>994568
The gender is unknown at this time, chud.
Anonymous at Sat, 7 Sep 2024 15:06:10 UTC No. 994596
>>994459
Don't pay attention to this guy's stuff he made meme models so he could get traction to sell NFTs
Anonymous at Sat, 7 Sep 2024 15:36:37 UTC No. 994603
>>994568
Because I don't know what the fuck is that, maybe it's supposed to be a troon? That's why I asked
Anonymous at Sat, 7 Sep 2024 18:16:39 UTC No. 994620
>>993814
Pretty sure real low poly models had varying texel density too
Anonymous at Sat, 7 Sep 2024 19:11:16 UTC No. 994626
>>994620
they do, but this one is a pretty awful example
Anonymous at Sun, 8 Sep 2024 00:34:20 UTC No. 994649
>>994618
Do a girl with giant tits
Anonymous at Sun, 8 Sep 2024 00:52:43 UTC No. 994650
>>994620
Yeah you didn't really notice it in old games cause everything is rendered at a low resolution.
Anonymous at Sun, 8 Sep 2024 11:24:48 UTC No. 994672
>>994362
Just kind of phoned this one in at the last minute because I took so long (irl stuff got in the way) so I'm gonna keep practicing with probably some organic stuff next
>>994371
danke
Anonymous at Sun, 8 Sep 2024 12:06:22 UTC No. 994677
>>993481
wish i knew how to handpaint
Anonymous at Sun, 8 Sep 2024 12:11:28 UTC No. 994678
>>994242
>>994264
I know I originally disagreed with you, but I bought quad remesher and the sculpt into low poly thing actually seems to work quite well
this is an extreme case since a limit of 256 tris for the 256fes challenge thing is very strict, but still, not bad for just pressing a button. pretty sure I can vertex paint to tell it where to keep detail as well
I'll look into doing it manually too
Anonymous at Sun, 8 Sep 2024 13:11:00 UTC No. 994683
>>994677
2d wins again
Anonymous at Sun, 8 Sep 2024 17:06:25 UTC No. 994696
>>994618
So how are you doing now that the NFT market is dead and your chibis aren't as popular as you hoped?
Anonymous at Mon, 9 Sep 2024 09:55:49 UTC No. 994784
>>994672
Made a generic big guy the simplest way I could: just separate blocks for the chest, waist/hips, upper arms, lower arms, upper legs, lower legs, hands, feet, neck, and head. Anywhere that would move so that I can use it as a test model for rigging without worrying as much for anything else. I'm not sure I like it in the end but hey, it looks like a big guy. Annoyed that it ended up being 1k tri though, lmao.
Anonymous at Mon, 9 Sep 2024 10:08:30 UTC No. 994786
>>994784
he's a big guy
Anonymous at Mon, 9 Sep 2024 16:51:39 UTC No. 994819
>>994784
You can clean a lot of polys that don't change the shape so much. Easily you can cut half of the polys on that 3d model
Anonymous at Tue, 10 Sep 2024 03:53:54 UTC No. 994868
>>994819
You're absolutely right. Got it down to like 600 here, and I'm chalking the extras up to me not splitting the hands and keeping a few extra. Also finally learned that alt+m1 is a shortcut to select a loop, which is so much better than the autistic way I had been doing it before (m1, then ctrl+m1 on the other side, then ctrl+m1 on the one nearest the first that it didn't select, and having to make sure its shortest path wasn't dumb, lol)
>
the ability to slam your head into a wall and just do things is so much more useful to learning blender than I ever expected
Anonymous at Tue, 10 Sep 2024 04:07:06 UTC No. 994869
>>994868
down to 528 after fixing the feet and hands but not apparent enough diff to post
Anonymous at Tue, 10 Sep 2024 05:48:56 UTC No. 994876
>>994868
>>994869
and finishing off the night with a character design early version that I'm going to get my wife to help me make the texture for. Obviously modified from my earlier female model. Heard using bases was common, so...
Anonymous at Tue, 10 Sep 2024 18:02:50 UTC No. 994921
>>994868
Nice, it looks more clean now
Anonymous at Tue, 10 Sep 2024 22:18:07 UTC No. 994944
>>994943
>the arms
oh if it wasn't clear she's meant to have her arms in the jacket and NOT the sleeves, hence why I forgot them before and why they look so flaccid. Not sure if the model itself suggests that, I figure once animated it'd be more obvious.
Anonymous at Tue, 10 Sep 2024 22:45:27 UTC No. 994949
found a decent blogpost on artstation that goes over a low poly workflow for pic related. it's not 256fes, but still low enough to be PS
also the only one I've seen that uses a sculpt first and then retopos over it, not something I usually see for low poly
https://www.artstation.com/blogs/ab
Anonymous at Wed, 11 Sep 2024 00:43:47 UTC No. 994954
>>994949
That's some really good stuff. I suspect the reason he sculpts then retopos despite it being low poly is primarily because of the more exotic angles being somewhat abstract to rough out using just extruding and moving - it helps give it that sharp and angled look he's so proud of. Good stuff.
Anonymous at Wed, 11 Sep 2024 13:10:45 UTC No. 995004
I keep trying to abuse triplanar mapping / PBR. also figured out how to bake ambient occlusion
I used the mirror modifier to mirror the UVs and get more space, but it looked silly having the same rust patterns being equal on both sides, and the stretched AO looked awful so I had to use Smart UV Project, making even less space for the texture
need to find a way to do the edge wear thing so it's not just rust all over the place with no rhyme or reason
tried following this but it didn't work and he didn't even explain how to set it up with textures
also all of this would probably be x5 easier in Substance Painter huh
https://youtu.be/Aa8gf1pwb4E?si=gnx
Anonymous at Wed, 11 Sep 2024 16:05:07 UTC No. 995013
>>994944
No, it doesn't, maybe with the texture it can be more noticeable
Anonymous at Wed, 11 Sep 2024 16:30:30 UTC No. 995014
>>995013
I just finished making a uv for it so I guess we'll see how it goes once the texture is ready.
Anonymous at Wed, 11 Sep 2024 18:07:16 UTC No. 995017
straight up just do not understand how to texture like this
I've seen some devs have perfectly straight UV islands like Vagrant Story, but very little idea of how they did it without everything being stretched to shit
if I had to guess, the UVs were exported from here and painted in whatever using a pixel art approach so everything would be straight, but idk much more than that
Anonymous at Wed, 11 Sep 2024 19:35:58 UTC No. 995027
>>995025
the low res isn't the issue, that's part of the style, it's just that it's an uneven mess on the mesh itself even if I straighten the UV
Anonymous at Wed, 11 Sep 2024 20:08:56 UTC No. 995030
>>995027
i didn´t mean the resolution, but to use the color grid to preview the stretching and density
Anonymous at Thu, 12 Sep 2024 19:06:44 UTC No. 995098
>>995017
>only having half of a texture and mirroring it via UV
SOVL
Anonymous at Thu, 12 Sep 2024 19:39:46 UTC No. 995100
>>995098
Cops don't deserve more than half face
Anonymous at Thu, 12 Sep 2024 20:18:00 UTC No. 995104
>>995098
...this is just... the thing everyone does? don't waste space on full unique sides, just add assymetrical details with decal polygons or modelled sections. We do this even in modern games.
Anonymous at Thu, 12 Sep 2024 21:31:35 UTC No. 995112
>>995100
uh oh leftard melty
Anonymous at Thu, 12 Sep 2024 21:44:19 UTC No. 995116
>>995104
90% of people who jerk off low poly games have never touched 3d or gamedev software
Anonymous at Fri, 13 Sep 2024 04:04:55 UTC No. 995135
>>995104
most people don't do that actually, as the storage saved isn't worth the effort of optimizing the UVs. Picrel; they had already stopped doing this as early as the seventh gen, probably earlier.
Anonymous at Fri, 13 Sep 2024 19:24:37 UTC No. 995201
>>995188
Bit hellish but I find it comfy and melancholic, sort of Morrowind vibes
Anonymous at Fri, 13 Sep 2024 21:22:42 UTC No. 995206
>>995188
Not hellish at all, I would definitely live there, I love the aesthetics btw
Anonymous at Fri, 13 Sep 2024 22:31:14 UTC No. 995210
>>995135
Maybe this is just to support alternative (possibly modded) skins, with stuff like pirate eye patch, monocle, etc.
Anonymous at Fri, 13 Sep 2024 23:19:40 UTC No. 995215
>>995210
That particular example was from a source leak, and they never included a feature like that in that particular game. It's just common practice now.
Anonymous at Sat, 14 Sep 2024 04:50:31 UTC No. 995229
Kind of a case by case scenario, in dota for example a lot of guys are fully mirrored and the faces have a bit more texel density, but they'd never be seen on screen as much as a tf2 character
Anonymous at Sat, 14 Sep 2024 18:52:31 UTC No. 995267
>>995135
>as the storage saved isn't worth the effort of optimizing the UVs.
More like the extra dev time isn't worth the money.
Anonymous at Tue, 17 Sep 2024 23:55:23 UTC No. 995612
>>995607
how does this work
Anonymous at Wed, 18 Sep 2024 00:34:58 UTC No. 995615
>>995612
renderbaking detail from a high poly mesh. you'd be amazed how little geometry you can get away with and it still look good.
Anonymous at Wed, 18 Sep 2024 00:52:12 UTC No. 995620
>>995611
looks like ai generated garbage
Anonymous at Fri, 20 Sep 2024 14:18:52 UTC No. 995887
>>995823
Cute
Anonymous at Fri, 20 Sep 2024 22:41:18 UTC No. 995941
I've tried low poly.
Any retard guides for rigging and weight painting? Clothes clips through body. Accessoires are bending when I pose the character. I have to weight paint everything after I autorigpro?
Anonymous at Sat, 21 Sep 2024 16:07:52 UTC No. 996029
>>995941
Really cute model
>>995611
It looks weird, looks like a blob with AI projected on top.
If it's not ai you should try to work on the shape first
Anonymous at Thu, 26 Sep 2024 23:51:32 UTC No. 996543
took a break, came back to it and realized I kinda hate this stuff
only took about 30 minutes but that probably shows. I feel like texture filtering hides a lot of texture shoddiness. that on top of modern lighting is probably my best bet, might be able to emulate a Max Payne or late 90s early 00s PC game look
>>996312
could likely drastically lower the triangle count with the hands, removing the individual fingers and nails
with the teeth yo could use a plane with maybe 3-4 edges to curve it and then just put the teeth in as a texture on said plane. good job overall though
Anonymous at Fri, 27 Sep 2024 00:51:36 UTC No. 996548
I found a Japan only book about modeling in the 2000s yes it has low poly. But i wont share it with you guys because you're rude to me
Anonymous at Fri, 27 Sep 2024 01:02:10 UTC No. 996549
>>996548
will you please show it to me I've never been rude to you (unless you're cris)
Anonymous at Fri, 27 Sep 2024 05:13:07 UTC No. 996559
>>994201
are you the guy who asked how much a commission for this character would be on the vrchat subreddit?
Anonymous at Fri, 27 Sep 2024 10:10:33 UTC No. 996574
>>996559
eh? fuck no, I don't use vrchat. my friend forced me to play it once and it was the most autistic piece of shit I ever endured
Anonymous at Fri, 27 Sep 2024 15:22:36 UTC No. 996593
>>996543
funny you mention poly count, the original model i was copying for practice was 1386 and i still dont know where the fuck those 200 tris are supposed to be
Anonymous at Mon, 30 Sep 2024 02:22:00 UTC No. 996868
>>996866
I actually really like this workflow, been photobashing shit for years anyways now I can just do it vaguely more efficiently and nobody will know unless you tell them
Anonymous at Wed, 2 Oct 2024 08:18:13 UTC No. 997114
>>995098
>>995104
>>995135
>>995210
>>995215
>>995229
>>995267
>>995306
On the subject- a technical spec in the way the dreamcast's 3d architecture was designed made mirrorable (single or both axis) texture maps, and consequently: UV maps and the poly models themselves- All revolving around the way dreamcast happened to leverage that type of artwork, giving the devs in exchange better performance and faster development speed. It was probably interesting to be a dev at that time, to be put in a corner and having dreamcast come up to you, shoves you, spits at you and says in a cave man voice "you. make. art. like this now. me mirror. me mirror for you now. you make mirror art now.." with mirroring textures a big part of the pipeline for artists across the whole team. The results of that technical specification, giving a developer performance/convenience benefits in exchange for free mirror-centric art. a cool perspective to think about
Anonymous at Wed, 2 Oct 2024 08:22:53 UTC No. 997115
>>997114
>The Dreamcast's 3D processor has a mode that can mirror textures. It's not on an arbitrary location, but whenever the texture repeats. This can be done on one or both axis of the texture. It is exactly equivalent to the following in OpenGL:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
So if this is your entire texture:
/
Instead of repeating it and getting
////////
////////
It will mirror it each time it repeats and you can get
/\/\/\/\
/\/\/\/\
or
/\/\/\/\
\/\/\/\/
Anonymous at Thu, 3 Oct 2024 17:16:09 UTC No. 997229
Are there any free/lightweight programs that can be used to animate low poly stuff other than Blender? [spoiler]I'm still using a Windows 8 computer so I can't use the new version with updated UI[/spoiler]
Anonymous at Thu, 3 Oct 2024 22:34:08 UTC No. 997247
>>997230
looks interesting and has really low system requirements, thanks anon!
Anonymous at Mon, 7 Oct 2024 17:38:44 UTC No. 997620
>>997618
Animation is a bit robotic
In my experience, this can be easily fixed by slightly moving each and every bone from frame to frame, even if slightly so
Anonymous at Wed, 9 Oct 2024 10:32:30 UTC No. 997825
>>993835
Artist? Have any more? Wireframe? Love this style.
Anonymous at Wed, 16 Oct 2024 08:24:02 UTC No. 998554
Cool, thanks man
Anonymous at Wed, 16 Oct 2024 11:23:17 UTC No. 998623
>>998554
bot
Anonymous at Wed, 16 Oct 2024 20:53:19 UTC No. 998706
>>996866
aI iS bAd, I hAtE Ai,
grow up cuck it's a tool, if you chose not to use it you can only blame yourself for falling behind.
This is a cool workflow
Anonymous at Thu, 17 Oct 2024 03:38:38 UTC No. 998757
>>998706
why are you aifags always so touchy?
Anonymous at Thu, 17 Oct 2024 11:41:01 UTC No. 998785
>>998757
they recognize deep down they will never be an artist or feel the joy of true creation, getting called out by real artists genuinely feels like being splashed with cold water, triggers the fuck out of their impostor syndrome
Anonymous at Thu, 17 Oct 2024 16:18:20 UTC No. 998810
>>998706
You are the tool, ai is the artist
Get it right.
Anonymous at Thu, 17 Oct 2024 16:24:58 UTC No. 998812
>>998706
>grow up cuck
insane projection
Anonymous at Fri, 18 Oct 2024 05:54:40 UTC No. 998942
>>993841
how do you create animated texture like with the eyes here?
Anonymous at Tue, 22 Oct 2024 23:58:00 UTC No. 999392
>>998942
idk but the Megaman Legends games do it, if that helps. it's just cycling between two textures
Anonymous at Wed, 23 Oct 2024 00:14:07 UTC No. 999396
>>992953
Nothing important was lost, this board is dead
Anonymous at Thu, 24 Oct 2024 19:59:42 UTC No. 999587
>>999553
That's actually a rough retopo. It could be handled a lot better with a different topo technique imo.
Anonymous at Wed, 30 Oct 2024 10:52:26 UTC No. 1000411
>>999587
idk man, what other choice have I got? poly modelling complex or organic stuff breaks me
pic related, can't imagine how I'd make something like this (from King's Field III). it's finnicky as shit to make this kinda thing
Anonymous at Wed, 30 Oct 2024 12:03:48 UTC No. 1000412
>>1000411
The trick is to just divide it up visually into different sections and just have the different sections be whole blocks, basically. Remember that ANY fine details can be done with textures.
Anonymous at Thu, 31 Oct 2024 21:17:29 UTC No. 1000570
Anonymous at Tue, 5 Nov 2024 18:55:15 UTC No. 1000909
>>1000829
you will not know until you finish texturing
Anonymous at Wed, 6 Nov 2024 02:20:27 UTC No. 1000935
>>1000909
Anyone got a tutorial to make something like this for a beginner
Anonymous at Wed, 6 Nov 2024 02:21:03 UTC No. 1000936
Anonymous at Wed, 6 Nov 2024 18:08:31 UTC No. 1000961
Man I can't seem to be able to grasp the low poly mindset
I tried making a simple character but my brain defaults to modeling everything with quads and proper topology
Whenever I have to make a triangle it feels like I'm being stabbed, I just don't get it
Anonymous at Wed, 6 Nov 2024 18:37:21 UTC No. 1000962
>>1000961
>Whenever I have to make a triangle it feels like I'm being stabbed
Yes, they are very pointy, that's what they normally do.
Anonymous at Thu, 7 Nov 2024 08:03:52 UTC No. 1000991
>>1000936
After doing my own research and googling, there are no guides for this kind of low poly stuff, I thought it would be more beginner friendly, but it's definitely a little more intermediate and requires some experience knowing what you're doing
Anonymous at Mon, 18 Nov 2024 02:22:48 UTC No. 1001927
so low poly is 100% about the texture work huh?
Anonymous at Mon, 18 Nov 2024 03:39:32 UTC No. 1001930
>>1001927
kind of, its the make or break point of most low poly models
Anonymous at Wed, 20 Nov 2024 20:48:35 UTC No. 1002084
>>1001216
It's hard to explain, but I guess that triangular anime look that was in a few other pics here, luckily I did find some guides, but it does come down to you knowing how to use the program properly, it's not something you can just do easily as a noob because it looks simple
Anonymous at Wed, 20 Nov 2024 23:24:57 UTC No. 1002095
>>1000829
>it's like I got the worst of both worlds.
You won't feel that way if you try to animate it.
At low poly counts like this, animating the hip and shoulder joints without creating horrible deformations becomes a significant pain in the ass.
...But if you just segment it, that problem magically away.
That's why they did it.
Anonymous at Sat, 23 Nov 2024 18:39:20 UTC No. 1002255
I need to learn to draw to low poly texture, don't I?
there's only so much I can do with photo-sourced textures, since a lot of stuff I want to texture doesn't have any real-world references
Anonymous at Sat, 23 Nov 2024 20:26:01 UTC No. 1002266
>>1002255
Yea but theres tutorials for that too, once you learn one skill you should be able to understand how to learn another