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File: tina.png (76 KB, 198x479)
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I fuck around with low poly PS1 but the artistry in these models tell me that there's alot of planning involved.
What I think happens is that they sculpt these characters then bake the textures onto a retopologized low poly model. Similar to tracing over an existing model.
I ask because I want to get back into 3D modeling again for my own game but I'll only invest the time if it doesn't involve sculpting.
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>>1000053
No.
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>>1000053
While you can accomplish that with sculpting, you can also just make a low poly model and add polys in places the player will see often, like the face. And you just keep adding poly's until it looks right or you hit the range you want.

I think the only time you would need to consider a high poly sculpt is if you wanted to do the higher fidelity cutscene character vs the lower poly gameplay character thing, but its unnecessary especially for indie/hobbyist stuff.

Most of the work is just the textures.

>>>>995160
check this thread for some other tips and go download models off of Model Resource to study
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>>1000053
they did not have sculpting tools at all when they mae this model
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>>1000129
This is exactly what I needed, thanks anon.
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>>1000142
Yep they put drawings in the background of their modeling app and pulled on vertices until the polys matched them. There's a book on Amazon from 2000-ish which walks you through the process. (think it was called 3d character design in 3D Studio Max or somesuch, might be able to view it on IA still)



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