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How do I texture like this?
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>>1022071
unwrap, drawn in the texture
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>>1022071
I know I am bumping a dumb question, but...
does anyone know a good place to find references in the style of the model OP posted?
I would like to try my hand on these, but I don't really interact with low poly stuff like this. (I know I can just google search lowpoly, but the results I got have been underwhelming to say the least)
I am actually more interested in the way they made the textures. Quite an interesting style that I would like to see in motion
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>>1022074
search for 256fes
>>
ingest 5mg of estradiol daily for 4 months
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File: 1763509044907.jpg (110 KB, 800x390)
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Texture like you normally would. Then lower the dpi of the texture or compress it.
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File: BlazeVancouver.mp4 (566 KB, 1200x1000)
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566 KB MP4
>>1022071
>>1022074
There's many flavours of low-poly. I'd say this is my favourite, Nintendo DS Models. Go to https://models.spriters-resource.com/ds_dsi/ and parse through Games and Models that tickle your fancy, and download and study the Models and Textures. (e.g. Mario & Sonic at the Olympic Winter Games DS)
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>>1022071
Im sure there's a lot of tutorials for that type of thing, my fellow itch.ioan.
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i'd use pribambase addon for aseprite and blender import, automatically shows u outlines/realtime updates texture and helps u keep the pixel style. just make sure all ur UVs have very small texel size (and that they have the same texel size) and you're good https://www.illusionofmana.art/Pribambase.html
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>>1022072
>unwrap
I give up, killing myself.
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File: 161455797311.png (1.59 MB, 1080x1082)
1.59 MB
1.59 MB PNG
Look up a tutorial that explains how to camera project a Krita painting into the mode using blender stencil texturing, then just render the model as .png, handpainting on Krita and then stencil project using the render camera.
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>>1022819
>Look what they need to mimic a fraction of my power
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>>1022139
>Texture like you normally would
hmmm and how would I do this?
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>>1022844
Open image, choose brush, use brush on image
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File: finalfantasyTex[1].png (952 KB, 1996x1249)
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952 KB PNG
I guess the key difference these days is we have texture painting and live filters, so you'd model and uv the model and then texture it. Before, you would have all your textures planned out ahead of time and UV the model to fit them.
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>>1022899
Other way round. As you can see on that Rinoa each mostly culindricql chunk was unwrapped as a rectangle then island sizes were adjusted depending on the expected level of detail, and then the textures were painted, ie pretty much the same pipeline that survvied until we got UIs to directly paint on the model. In some games like FF9 they didn't even bother to rectangularize the islands



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