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How do I make this model?
I've been trying for a long time to replicate this style... but everything comes out wrong.

I can't get the head right no matter how hard I try. The model is available for free but I just can't figure out how it was made and it's making me real sad.

Any advice please?
>>
Just trace the reference. Or learn to draw if you want to make things look good without tracing a reference.
>>
>>1028344
Show your work. Can't help you until you do because we don't know what you're doing wrong
>>
>>1028344
256 is kind of tricky because it's very optimized. The placement of the tris seems to be the most important aspect since it dictates the texture.

Maybe refer to this image for some more explaination, though you'll need to use some translation software.

>>1027494

Also, could you link the model? I'd like to load it up.
>>
>>1028357
free download here

https://leedoppo.booth.pm/items/5522971
>>
>>1028344
Just use this image as an image plane and copy it vert for vert
>>
>>1028344
Make sure to keep the 3-head tall proportions too
>>
File: 1728498138667344.png (3.22 MB, 5720x2375)
3.22 MB PNG
Just do the same technique fags use to learn a language.

Do 5 copies of those models vertex for vertex for 2 weeks.
>>
>>1028369
>>1028374
My problem with that is obviously a lot of these verts were made to create slices and seams ect. But I don't know what it looked like before that so I can't recreate it unless I'm just placing a vert in the same place for the sake of placing a vert.
>>
>>1028383
You're overthinking anon just do it.
>>
>>1028383
jUST DO IT MOTHERFUCKER
>>
>>1028383
You don't even need to make it 1:1. So just do it. It will still look really close. Especially once you put the textures on
>>
Maybe try thinking about it like paper origami or paper mache. You place each fold where you need to create the volume/shape to represent the areas you want. Her hair for instance is a great example with that kite being used for a strand of hair. If lowpoly is a specific type of aesthetic, then it will have soft requirements to look certain ways. This means it is unlikely a 32 sided sphere is used, instead use 8, etc. Don't give up, keep studying the model and if need be, recreation of it while taking things in can be very useful. Good luck! You can do this!
>>
File: 1768019388974174.png (440 KB, 1216x3800)
440 KB PNG
>>1028390
but,,, how?
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>>1029957
>he doesn't know
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>>1029957
turn off your brain and do it retard
>>
>>1029957
Edit cube, extrude vertex, build face, delete face, merge vertices, join vertices, dissolve edge, make shape more like girl, repeat
>>
>>1028344
I know /3/ tell us to model in quads and le doesn't matter o algo but why did the Japs do a lot of non game asset models in triangles? Can someone explain that to me?
>>
>>1030337
Its all triangles in the end, quads are a way to help think about it. It'll help you make models that deform and thus animate better, and they make it possible to have the notion of a single opposite edge or vertex of face and thus make it possible for both you and the programs to deal in term of topology (loops especially). That why for example subdiv produces much better results with quads.

But the big quad weakness is, as I said, it's all triangles in the end, and you don't know where the diagonal is. It'll change how the model looks and how the model deforms. It'll change from your modeling program to your engine. In blender for example it chooses the least diagonal after all modifiers are applied. Taht means it can change depending on your character pose, which is obviously not how a game engine will do it (btw the logical way to disable this behavior is to add a triangulate modifer before the deform, removing any ambiguity).

In the world of low poly it's especially important where the diagonal goes, since you can get a lot of silhouette out of that. Plus if you want the minimum polycount any quad you can get rid of saves up on faces.

It's not specific to the japs. Chances are you just think so because you've seen model rips, which are triangulated. But even in the FF7 days tools were quad-oriented. It's to the point where consoles like the PS1 have opcodes specifically to draw quads even though it translates that as two triangles



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