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File: dog low poly.jpg (675 KB, 1920x1080)
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Low poly thread.

CC.
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>>624406
its intentional that the dog looks ugly and retarded?
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>>624410
kek.
>>
whats going on big guy?
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>>624412
Meme-tier artists have changed the meaning of "lowpoly" now it means abstract blocky art where triangles are easily spotted.
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>>624430
>>
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>>624431
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>>624433
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>>624431
What is the purpose of that little extra rectangle on the front top?
The texture just goes over it.
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>>624436
I reckon it's to give a little more UV space to the star thing label, otherwise it would be way too low res.
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>>624436
That rectangle is the star symbol. It's probably because the texture is mirrored, but they wanted the star on only one side of the tank.
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>>624440
Smart, hadn't even considered that! Cool technique.
>>
>>624442
Yeah it's a useful technique. Like the other anon said it can also be used to have that part of the texture be higher resolution. Many low poly games also use this sort of technique for facial expressions. The eyes and mouth are separate quads and separate materials and they swap out the textures for different eye and mouth poses.
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>>624462
>>624463
>>624464
Come on, anon. You can do better(more low poly) than that.
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>>624466
>more low poly
all those are under 100 tris.
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>>624468
As I said....
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>>624430
>>624431
>>624433
>>624434
More of this
>>624406
>>624468
>>624472
Preferably none of this
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>>624486
>he thinks his opinions matter
>>
>>624502
>he thinks anyone cares for this thread
>>
>>624502
>>624504
>he thinks no one knows he is samefagging
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>>624504
I do, I love nice looking low poly.
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>>624516
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>>624517
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>>624518
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>>624519
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>>624521
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>>624522
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>>624523
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>>624524
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>>624525
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>>624406
That picture shows that you have no idea what low poly means
>>
>>624525
>>624526
Man these guys are cute.
>>
>>624549
The artist is @tromak_ on Twitter. Lots of cool mecha models in that same style.
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>>624553
Thank you sir.
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>>
>>
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>>625845
wow, that's a nu-male self-insert if I ever saw one
>>
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Most of these are faux-poly, not low-poly
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>>625859
they follow the rules established by OP
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>>625855
What's the point of posting this garbage? so generic, lazy, boring.
>>
>>624516
looks cool. did you beak the vertex paint to uv and paint detail?
>>
>>624431
Are there any good tips or tutorials on how to unwrap making the most out of your texture space like this? Or do you just play Tetris with the pieces?
>>
Hey, I have a question. A lot of these models have rectangular faces. They obviously get converted into two or more triangles, when imported into a game engine.

This is obviously some waste of geometry. Wouldn't it be better to use only triangles when modeling the characrer, so you don't waste any triangles on flat surfaces?
>>
>>625844
>>625848
pretentious low poly is not real low poly.
>>
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>>624406
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>>625959
It's not even low poly which is what triggers me the most. It's 2D vector art. And most of these "lowpoly" art pieces are really poorly done with just random ass triangles, no thought about form or shape. Some of them even fill the image with so many triangles it doesn't even look "lowpoly" anymore, it just looks like they applied a generic photoshop filter to an image.
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>>625978
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>>625844
>>625848
>>625991
>>625998
This isn't low-poly. This is just vector art.
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>>625998
This is offensively bad
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>>626010
>>626011
>>626012
>>626027
Dude, stop posting this shit. I can tell it's one person due to the regularity of the file names. You're just trying to pass off poor 3d as low-poly.
>>
>>625993
Tree in the corridor. Chair in the middle of nowhere. Hipster fake torchs. Pregnant dude. Empty wheelchair (grandpa got lost at the park, again).

This is postmodern low-poly. Somebody end my suffering.
>>
>>626049
It was from an Ouya exclusive art game about the developer's dead son
>>
>>626053
Well, now I feel like a dick.
>>
>>626054
It's from That dragon, cancer.
Guy's not a dev but just wanted to vent this way. It's pretty good for what it is, just a collection of short metaphors.
>>
>>624523
how do you give that look to the mirror? looks fucking awesome
>>
>>625853
>>625848
>>625992
>>625996
Really love these!
>>
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I made this not too long ago, guess it fits here
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project from 2013
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>>626257
Elliot?
>>
>>625981
food for thought: most of them are just shitty filters
>>
>>625845
that's some onions if i've ever seen it
>>
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>>625978
>
I hope it's at least triangularised
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>>625993
cancer ate my baby
>>
man a lot of these are really bad. like, using the faceted/flatshaded style as an excuse to not put any effort into the artistic quality. most of these are probably just learning projects but even if youre learning you should try and draw from and imitate the good stuff, instead of just figuring out your software package
>>
>>624406
What program do you use to do these low poly stuff
>>
>>626002
still good none-the-less.
>>
>>626256
cute. in a good way.
>>
>>626257
fucking elliot...

>>626258
clearly.
>>
>>625856
>just a cylinder and a capsule
>>
>>626211
Pretty nice anon.
>>
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>>627335
There's something super comfy about looking at that game, and I've never even played it.
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>>627335
It's neat
>>
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I got inspired by this thread (made in 20 min)
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>>626645
actually they stink, the captain america one in particular is so hideous you must have brain damage to like it and none of them belong here anyway since this is a 3d board not a "learning photoshop" board.
>>
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>>627438
>low poly
>self-shadowing
>>
>>626645
>3dcg
>2d project
ok
>>
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quick porygon i made
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>>627438
A cutie
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>>625844
Eww!
>>
>>625845
>>625852
What is it with hipster self inserts thats especialy repulsive
>>
>>627491
You missed its neat hexagonal eye, it's its best feature!
>>
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>>627523
>>
Something I did for a friend
>>
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One of the cut Pokémon, Erebebii, in Pokémon Stadium style.
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Something I did for /vr/.
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>>627528
>>
>>627529
>>
>>627530
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>>627335
There's some games that did it better.
>>
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>>627532
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>>627533
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>>627534
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>>627535
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>>627536
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>>627537
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>>627538
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>>627539
>>
>>
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>>627542
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>>627527
Aren't those supposed to be fangs?
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>>626470
i lol'd
thanks for damning my soul
>>
>>627447
This, the shadow needs to be in the texture itself.
>>
>>627525
>>627523
Typical OoT char like this, nice.
>>
>>624406
I don't think you know what low poly means.
>>
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>>627551
Perhaps
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>>625993
That dabbing cancer whayyyy
>>
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here are some cookies i modeled and textured, first time!
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>>624431
Love this style
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>>627649
Cute, I'd eat one.
>>
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>>627659
thank you!
>>
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>>625992
WHERES MY FREE GAMECODE REEEEEEEEEEEEEEEEEEEEEEE
>>
>>626211
JK Simmons?
>>
>>627697
now this I like
>>
>>624428
So much this.
>>
>>624406
flat eric
>>
>>624406
Well this thread made me hate the flat normals aesthetic and realize that all low poly art should have smooth shading unless you modeled a fucking cut diamond.
>>
>>624428

Same as those indie game dev skinny jeans hipster stickmen in pixel art that I hate so much.
>>
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I tried.
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>>625918
I fucking know right? I've been trying to figure this out for days. I literally refuse to do anything other than this because otherwise the compression won't be legit. I want every object's textures to not exceed 256x256.
I can't get a low poly model of numerous objects to unwrap like that. I'll probably just make separate UV maps and their total resolution put together doesn't exceed 256x256.
>>
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I made this cat on a tree stump
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>>627947
t.y.
>>
>>624486
>Preferably none of this
The dog is ok.
>>
>>628923
It's superb.
>>
>>627649
>>627670
The mix of illustration and 3d is always cool. Do you mind posting how you UV mapped it?
>>
>>624430
>>624431
>>624433
>>624434
>>624516
>>624517
>>624518
>>624519
>>624521
>>624522
>>624523
>>624524
>>624525
>>624526
>>624553
>>625849
>>625853
>>625992
>>625997
>>625995
>>627380
>>627438
>>627421
>>627523
>>627525
>>627526
>>627527
>>627528
>>627529
>>627530
>>627531
>>627532
>>627533
>>627534
>>627535
>>627536
>>627537
>>627538
>>627539
>>627540
>>627541
>>627542
>>627543
>>627544
>>627545
>>627546
>>627547
>>627548
>>627598
>>627649
>>627670
>>627697
>>627699
>>627700
>>628128
>>628260
>>628373
True low-poly. Aesthetically pleasing, full of personality and charm, and a nostalgic nod to a golden era of gaming (N64/PS1) which is beautiful in it's simplicity.

>>624406
>>624468
>>624469
>>624472
>>625844
>>625845
>>625847
>>625848
>>625851
>>625855
>>625856
>>625978
>>625990
>>625991
>>625993
>>625994
>>625996
>>625998
>>625999
>>626000
>>626001
>>626010
>>626011
>>626012
>>626027
>>626211
>>626256
>>626257
>>626396
>>627491
>>628220
>>628223
"""Low-poly""". Belongs in the trash, just like "pixel art" (which pollutes indie games because it's easy to do, when the point of pixel art is making detailed and rich illustrations with purposefully added limitations, to emulate what talented people did back in the day when they had no choice but to adapt to the limitations of that era, for example the Metal Slug games). Usually made by clueless male feminist indie developers as an excuse to make shitty 3D because it looks "retro". All of them look like the fighting polygon team, lifeless, character-less. Completely misses the point of what makes low-poly style so good and pleasing to look at.
>>
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>>628995
yep, pretty much
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>>628923
t. pitbull owner.
you wouldnt know whqt a dog should look like. fuck off op is shit
>>
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>>628995
At least they get games out.
My pixelart is still trash, but I refuse to release it if the quality keeps being pixelshit instead of pixelart. I want to add to the medium, not detract from it.
>>
>>628995
I wish people stopped wanking over Metal Slug, it's a terrible example of pixel art, it's the opposite of the modern memepoly and pixelshit.
Pixelshit and memepoly - using modern technology to recreate muh nostalgia without understanding it's real appeal (the second batch of links in your post)
Metal Slug: trying your best to hide the fact your game is low res and not embracing the aesthetic, you can bet your ass if they had the technology Metal Slug would look like Realistic 3D Brown Military Shooter #945686
>>
>>629052
t. retard
>>
>>624406
This is not low poly, it's just not smoothened out, and has shitty topo
>>
>>624432
>>>/his/
>>
>>624406
That's not how dogs work. Not even low poly dogs (which this one isn't).
>>
>>629050
What kind of game you making?
>>
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>>624406
>>
>>629307
A Zelda LTTP-like.
Set in the Mongolia of Ghengis and Kublai, you play as several generations of a horde tribe looking for a new homeland.
Depending on what you do classwise (embrace western progress, shamanism, animal worship, monk etc.) the future of your tribe changes.
>>
>>629336
Nice.
Would play.
>>
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I'm gonna use this thread to sow the seed to hopefully get someone to make the game I wanna play.
Roadhouse: the RPG.
You know Roadhouse right? The so-bad-it's-good mid-80s Patrick Swayze 'vehicle' where he plays a troubled bar-room 'cooler' in charge of turning around the fortunes of a struggling drinking establishment in a small town outside Michigan.
You've got to see it if you haven't - it's fucking hilarious.

Basically I want 'South Park: The Stick of Truth' gameplay, but set in this world. You have all the locations; the Double-Deuce bar, Red's Hardware Store, the car dealership (which gets trashed by a fucking monster truck) the barn (where you live), the mansion at the end (endgame setting) a hospital where your improbably hot doctor girlfriend works who needs to be rescued...

If done right this game would have:
2 buildings exploding
1 helicopter, 1 monster truck, 1 red Ford Mustang, 1 Mercedes which is set on fire and driven at a gang of enemies, 1 Harley Davidson (which is driven by your buddy),
A blues rock band which is led by a blind guy
Strippers, Karate, people having their throats ripped out, a training montage, TITS, just fucking shitloads of bar-room brawls, people with knives concealed in boots, cars getting trashed, people getting stabbed and at the end a guy getting shot repeatedly in the chest by three men with shotguns .... and NO POLICE.

Trust me. This game would be fucking great. Go watch the movie then just imagine it as an RPG with turn-based combat and tell me that it wouldn't sell millions of copies. I dare you.
>>
>>629468
>to sow the seed to hopefully get someone to make the game I wanna play
lol make it urself u fagget
>>
>>629468
>wah wah everyone should do things for me
tell you what - suck the shit out of my ass and let me watch you chew it for at least a minute and then swallow it all. sound good?
>>
>>629484
>>629515

I see Russia has woken up.
>>
>>629539
>Russia has woken up
It is (You) who wakes to Russia.
>>
>>629468
I like training montage minigames like bushido blade had
>>
>>624410
Is that in Russia? Looks like a beautiful metro station
>>
>>629752
>>beautiful
>>Russia

pick one
>>
>>629753
>>
>>629753
>>
>>629753
>t. Detroit
>>
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>>629753
>>
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>>629753
I mean, to hold such an opinion honestly one most be the most absolute of plebs
>>
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>>629753
>>
>>629753
>>
>>629758
>>629763
>>629765
>>629766
>>629767
>>629768

Whatever, comrade. Got anything made in, oh I dunno, the last 200 years?
>>
>>629758
>>629763
>>629765
>>629766
>>629767
>>629768

Crass, gaudy, ostentatious shit.
>>
>>629752
Yes.
https://www.youtube.com/watch?v=YFndnz9Ridg
>>
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>>629778
Shalom!
kys tasteless subhuman filth
>>629777
Uuuh yeah those metro stations were built in the 1930s and 50s (Moscow and SPB respectively)
>>
>>629778
>gaudy
>coming from a dude whose country has little to none authenticity and is based on being as fake as possible
>>
>>629777
t. Amerimutt spluttering garbage from a country without History
>>
>>627438
how do you texture map that fast?
I dont have a good workflow
>>
Where are the low poly architecture pictures at?
>>
>>624517
but doing an animation, how can you animate the eyes?
>>
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less commie shit, more low poly goodness
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>>629906
This, I can't figure it out.
>>
>>629955
Source or UV map for this?
>>
>>629979
seafoamboy on tumblr
>>
>>629950
You animate the texture, Anon.
>>
>>630006
I think he might have been pointing out that the eyes aren't their own texture, so animating them would be wasteful the way it's currently setup.
>>
>>630028
But in what situation would it be "wasteful"? That's like a 256x256 or even lower texture map. Modern hardware can handle plenty of those both in disk space and memory, even pretty low-end stuff. It's a pretty moot point too, because you'd still have the same number of textures or maybe even more, which could be a hit to memory. Rather than just having two textures for eyes open and closed on the base textures, you'd have three: base, eyes open, eyes closed.
>>
>>628995
I didn't even texture my model yet faggot but you did help me get around to texturing a different one.
I'm giving a genuine retro-3d game a try because god fucking knows none of most people in game dev on the planet will ever get it right.
>>
>>630031
>Modern Hardware
>Low poly
The idea in a lot of cases is to mimic the limitations of the hardware. Having 3 textures that swap out like that when they're the full size might be too much for ancient PoS devices.
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>>624406
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>>629950
autoUV in blender and painted by hand
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>>626396
Oh shit.
Does someone still have the link to the archives?
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I'm trying to get better at low poly 3D and pixel art textures. How does this cyberpunk bird look?
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>>630559
I want to go here
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>>631440
It's nice, but I would choose a larger variety of colors. As it is with the feathers, gun and clothes it's all very blue.
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>>631440
hit it with some neon green or bright orange detailing - maybe on the clothing or shoes
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>>631440
its nice, how did you get the brush res to be so low?
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>>631547
>>631556
>>631568
Thanks guys, I'll add some more colors for sure.
I'm not sure what you mean by brush res. I mostly just textured the character with Aseprite since it's all just pixel textures. The only time I used the texture paint was to draw the shadow on the ground. I just set the brush's falloff to be flat so it would create hard pixels, nothing else.
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>>631598
Could you show your UV map and texture?
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>>631600
Not the prettiest thing, but here it is. Some of the faces are just unwrapped as small squares of color. But for any face where I wanted to add some texture to it I unwrapped it into a bigger area. I try to keep the face as square with the pixels as I can.

Also started adding some different colors, made the clothes more purple to differentiate from the metal of the gun and backpack. And made the glowy tech bits green.
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What's the best way to make normal maps for 128*128 textures on low poly models?

crazy bump and such don't really seem to be suited to it, and substance painter is completely over the top and excessive.

https://www.youtube.com/watch?v=6REqHm8BbmU

This guy has macguyvered what looks like a decent solution in photoshop, but for some retarded reason decided to share it with the world by pointing a fucking camera at his screen instead of just uploading a PSD.
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>>631618

Id like to know how this works. I can sorta tell hes using 4 emboss settings but i cannot see the angles, and some other settings. This would be super useful to know.
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>>625845
>YIIK: A Postmodern RPG
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>>631618
the texture is so small that the normal effect will be barely noticed
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>>631643
bitch some recent games have 256x256 normals and the effects are definitely visible
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>>631646
These small normal maps produce messy results. Why would you do trash like this?
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>>631660
>These small normal maps produce messy results.
Says you. Bigger is better, but small ones can really be suitable. It really depends on the context (asset, shading, engine, etc.)

Why would you do trash like this?
Efficiency, optimization, you know.. proper work.
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>>631672
We live in the age of 12GB framebuffers, your normal maps (other maps as well) need 2k minimum, better 4k or even higher.
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>>631643
The resolution of a normal map doesn't determine how noticeable it it. You can add some nice depth with normal maps to pixel art textures, and they're tiny.
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>>631674
>>
>>631618

I replicated the method he was using:
https://www.dropbox.com/s/ybml3n87etjiic5/NORMAL_MAP_PAINT.psd?dl=1

Also if you need to change the depth or width of the edges in the style, change it on ALL 4 styles so its the same changes. Its a pain but you have to keep all the exact same or else it gets messed up.
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>>631678
That's just a really badly done normal map, no matter what resolution.
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>>631680
Dam son, I'm impressed. This might be really useful. Thanks, anon!

>>631643
Texture resolution has no impact on how 'noticable' the effect is.

That normal map is the same resolution as my diffuse texture - a low poly model intended to rendered in low resolutions. I'm trying to create the appearance of a mid-late 90's 3D game but with some of the modern bells and whistles.

Here's what that looks like so far. Note the lighting clearly defining her toes. That's the normal map doing that. There's no geometry for her toes.

Those toes were the hand-painted portion of the normal map. The rest was generated in crazybump and it doesn't doesn't look anywhere near as good as doing it myself.
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>>631750
games in that sort of res never had normal maps, the first game to use normal maps was in like 1999 and it wasn't the same normal maps that we know today
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>>631756
Like I said:

>but with some of the modern bells and whistles.
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>>631756
There are actually some N64 games that use a very rudimentary implementation of bump mapping.
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>>624406
that honestly looks awful
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>>624430
the more i am looking tat that the weirder that topology gets
like for what reason?
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>>625999
>fire isn't low poly
for what reason? low poly fire is the easiest thing in the world to make
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>>631813
agreed, thats not how good low poly is done at all..
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>>631814
you need to keep things as tris in (very) low poly because flipping edges gives you a little more control over how stuff bends with animation
is that what you meant?
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>>631440
>>631607
Damn I cannot get shit like this down, I have so much trouble with low res textures and just say fuck it and play tetris throwing the shit everywhere.
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My first render not from a tutorial.
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this thread inspired me to do something /3/ related for the first time in like... half a year.

Took about 30 minutes wasnt trying very hard but...
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>>631908
A true lowpoly sailboat would have at most 21 vertexes anon
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hey guys lol
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>>631945
Better than all of the hipster pseudo-lowpoly shit in this threat.
Congratulations, you're doing it right.
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>>631908
too high poly.
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>>629955
amazing. is this done in blunder? the rotation easing looks very familiar.
>>
I wonder how i can improve this without adding edges. I'm planning to use it for a game.
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>>632341
slide these vertex (double tap g). but other than that its well done.
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>>630624
>>
Made another sword
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>>632319
yeah the dude uses Blender. He talks abit about it on his tumblr
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>>624406
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>>632414
Got the ps1 aesthetic down pat
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>>632429
Not diging the blue tint
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>>632354
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>>632425
Link me?
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>>624406
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made this in a few hours
2 materials 32x32, 128x128
360 tris
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>>632527
>that vertex wobble
perfection
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>>632513
>>630005
>>
>>628923
The hind legs are lumpy sacs of flesh with no structure. That is not what dogs look like.
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>>632527
>360 tris
anon, imagine it's 1995 and you're on a team developing a PS1 racing title. The next thing happening is the lead artist or lead programmer ripping you a new one for being so wasteful on the poly budget.
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>>632527
>360 tris for a box on wheels
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its not exactly perfect, but i wasted a lot of tris on the interior and dupli faces (rendered in unity and it uses backface culling)
also the wheels take a few tris too. i usually map tires on just a flat face but unity doesnt like rendering that
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>>632796
>>632850
forgot (you)s
>>632879
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>>632879
>also the wheels take a few tris too

Remove the capping for those wheels and instead overlay a square plane with an image with transparency. Looks good since image gives rounder form too which takes attention away from the lowpoly cylinder shape.

Pic demonstration
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>>624406
fresh out the oven
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here's my lowpoly trees, when I was playing with unity terrain tool for the first time
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>>632879
assuming you're using this for a game
>unity uses backface culling
I dont work with unity but it should be disable-able so you dont have to use duplicate faces
>wheels take a few tris too
as >>632884 said, squares should do the trick, if for some reason those dont work, you could always paint them on, most players wont notice the difference/wont care if its low poly/older styles.
also consider what parts of the car will be seen, you could always safe a ton by painting the interior onto the texture or darkening the glass.
[spoiler]if player is driving the car, and can switch between inside/outside view, you could also use 2 seperate meshes and change them when needed to safe on polys[/spoiler]
other than that:
do you need a curve in the front window? itll most likely not be visible at all, same goes for the handle of the steering wheel, placing a dot in the middle of the plane should work. and as long as your car doesnt flip over, delete the bottom faces (if you havent done that already)
applying all the shit I wrote gives me these too models with a total of 130 tris, left one would look nearly identical on a fast moving racing track/parked in a far away parking lot/on low resolution, but I included right one with all the [spoiler]in my opinion[/spoiler] necessary details for the car.
that being said however, I like the look of your car, looks really nice and makes me want to make a racing game.
[spoiler]Note: I forgot 1 edge on the side behind the back wheel, making it a face with 5 verts, but overall counts should stay nearly the same.[/spoiler]
>>
>>632527
>>632879
>>632880
Oh i forgot, if you're making low-poly games, no reason to not optimize performance as much as possible
>2 materials, 32x32, 128x128, is there a reason why the 32x32 is not on the same material? seeing as you could optimize renderspeed by adding only 1 material to the whole model.
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>>632887
thats sick but the shadow on the moon looks dumb
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>>632912
the backface culling is dependant on the shader yeah, i wasnt sure so i just went with duplis
i managed to take it down to 200 tris https://sketchfab.com/models/249c34cc5c3c43a49ba616b106cadc99
(did you take in account the interior, in your 130 tri count?)
im probably not gonna use it in a game though, even though im making a low poly racer, since its a little too low poly.(image related)

the wheels look quite silly now which im not as happy about but its good enough for me since im not going to use it anyway.

i felt like the curve on the front window gave a little more shape to it rather than just being a complete cube with 4 wheels so i kept it there.
thanks for the advice, and i may try those on the next model

>>632913
i wanted the wheel on a separate mat/texture in case i want to swap the rim/wheel
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>>632923
>wasnt sure so i just went with duplis
yeah to be fair, todays hardware should be able to handle both anyway, so no worries there
>take into account the interior in your 130tri
no, i just modeled a quick exterior, but it should come to =<200 tri with the lower poly ext. deleted and an interior model added.
>curve on the front window
you are right, it does add more shape, and id def. keep it if i'd be fine with a higher polycount, but such small details can be foregone when your going really low pol, since they wont be seen most likely.
>sep wheel for easy swap
makes sense.
nice car you got there btw.
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>>631945

low-poly is the best poly to waste time on when you're bored.

This took about an hour, is that an average time or am i slow-boy?
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>>632950
That is a B I G engine
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>>632954
christ, you can't see out the cockpit
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don't mind the elbow popping

>>632950
cute, please make a whole squadron
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>>632958
She's cute, I'd fight alongside here in a battle.
>>
i'd love if somebody shared their workflow for low poly stuff. literally anyone
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>>632993
This. What program do you use for the textures, at what size etc?
>>
sorry for wall of text.

>>632993
in short, I model out of a cube (most of the time with a mirror modifier applied first). no such thing as high poly sculpt and remeshing after that.
at this point, I apply a ton of single color mats to my model just to get a first idea on how the textures supposed to look like.
then I add seams in appropriate places to get a nice uv layout (done by hand mostly, to make the most out of smaller textures)
after that, I export it, switch from blender to krita (or aseprite if going for pixelated textures) and paint that.
if painting on the higher end of texture resolution i sometimes startin greyscale to get lightning and details done first.
[spoiler]I still got blender open on second monitor to update frequently, so I see how the texture looks in 3d[/spoiler]
If its a more complicated model texture, I paint a basic idea of it in blender first, to get a better start in krita.
after texture is done, and if the model needs to be animated, I add a skele to it, and work on that (no need for explaining how I do that, as I suck at animating anyway).
then, I export it and import into the Engine.
>>632994
>Programs read above, textures are differing depending on what I plan on doing, but its mostly 128x128-512x512

pic related has a shitty 128x128 tex, but most of the faces are single color, so i think i could fit it on 64x64
pic related got made after
>>632912
to find out how much tris I'd get when deleting the second car and adding interior to the first [spoiler]as well as looking how good the mesh lends itself to texturing.[/spoiler]


if you wanted to know something different, lemme know, maybe i can answer it
>>
>>632958

I've been making accessories and weapons but i'll do some other planes and post something later.
>>
>>632998
>>632993

I'll also try to share a workflow, I also made the chips farther up the thread

But basically i just use blender to model a quick low poly, then i export Uv's to paint.net then find or make a quick color palette, then texture the uv's on a layer beneath the wires i use a mix of unwrapping and projection mapping for the low poly stuff just depending.
I feel like most of the work should come out in the pixel art, but i also try to keep the pixel art simple and clean and not too intricate
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i made a bowl of strawberries by box modelling, and textured them. no tutorials. 256x256

i'm fairly new to modelling so please don't be mean
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>>633009
looking good
personally, I'd not use octagons for the berries, since I think 5 or 6 sides look round enough, but you do you.
and maybe think about changing up the leaves a bit more in size and form from each other, pic related, dont be afraid to go heavier on the stylization in low poly. the bit in the middle [spoiler]the stem?[/spoiler] could be done with a simple plane or a cube or smth, no need to get so many sides on something so small.
all in all tho, looks pretty sweet, would eat.
>>
>Just trying this rotating Gif thing
btw I know about the Belly and the neck needing some more work to deform well, but if anybody else sees areas that are badly deformed, lemme know, so I can fix them.
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>>632950
>pilot can't see over the engine cowling
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>>633026
Who cares, he was gonna die in battle anyway.
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>>632958
god i wish she'd cave my skull in
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>>632958
Needs more weight to it.
ake a look at https://www.sakugabooru.com/post/show/17079 as an example
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idk, bored
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>>632966
same

>>633040
god I forgot this booru existed, had it bookmarked in some other browser. thanks for bringing it up
and yeah you're right. looks a bit better ingame since it's really 2 separate swings but it's still weak
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low poly model of my dog. i use blender btw :)
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>>633065
>Image Limit reached
Cant post reaction face, welp.
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>>633067
do you like him? his name is freddy :)
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>>633069
best model in the thread.
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>>633070
Certainly better than OP's.
>>
>>633065
> Five Nights at /3/




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