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I want one of you to show me how to make low poly model like this. Please show me. Please, please. Please. I want someone to stream and show me. Please. Why the fuck do I have to learn on my own. Please show me.
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>>973764
your link doesn't work. Let me guess, it's that dota 2 link that doesn't even apply in this scenario.
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>>973768
it works now, yep it's the dota 2 link. You been posting this link for like 3 years now. You post it regardless of context. Regardless of what question is asked.
>h-how do I sculpt?
>*links dota link that doesn't talk about that.
>h-how do I use substance painter?
>*links dota link that doesn't talk about that.


Do you even do 3D?
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>>973770
Does he seriously spend 30 hours sculpting that pirate?
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>>973770
The OP picture does not use sculpt or baking. There's no reason to sculpt a high poly model. Look at the face, look at the outfit. That's not a high poly model baked onto a low poly model. That's hand painted directly. You are retarded if you think someone has to waste 30 hours sculpting for a low poly model like this. Also links you gave are ugly higher poly characters. You clearly don't have much experience doing 3D if you can't see that the OP picture is entirely texture painted.
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>>973783
The fake ambient occlusion looks like it was very quickly added with a soft brush. I think you could replicate those results in about five minutes
I also suspect you could get decent results by texturing the low-poly directly in substance painter. Making an entire sculpt+retopo for that level of detail just seems completely unnecessary
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>>973763
https://www.udemy.com/course/learn-3d-with-blender-fundamentals-to-advanced/
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>>973787
this sub is so fucking disingenuous, one guy is advertising his udemy course that has nothing to do with topic.

>>973783
It's faster to texture paint the shadow. If you are telling someone to spend 30 hours sculpting just to convert the high poly to low poly. ALL for the sake of shadows, you clearly are either retarded or don't have any experience at all with making a character. The fact that you been linking the dota shit for 6 years, and you didn't even know you could just paint the shadow is depressing.

to think you were the guy who posted a spoonfeed picture, when you literally have dunning kruger. I'm laughing my ass off that I tried asking for advice from people who don't even do 3D. And you clowns are the ones with god complexes.
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>>973795
You're retarded man. I put a picture for reference, there's no situation where baking or high poly sculpting is preferable here. How is 30 hours sculpting then retopo to bake. Easier than 5 minutes of texture painting.

You literally have never touched 3D once in your life. Linking shit from 7 years ago. Alzheimers retard who can only repeat the same things regardless of context.
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>>973796
>there's no situation where baking or high poly sculpting is preferable here
Baking AO from 3d information (including painted or noise-driven height/normal details) can give you nice results and it's very easy in Blender. Doesn't require any sculpting, just paint on some bump details (if you want) and bake.
For the style of the OP, it's probably overkill, but for something even slightly less low-fi and stylized it would probably give nicer results.
>>
tutorials are slow because youre learning. once you understand it, it will take half the time, maybe less.
Be patient.
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>>973789
>this sub
Go back.
>>
>>973813
once you get how modeling works you can just skim through a tutorial in a few seconds
>>
You liked my thread OP?
>>973631
Slightly off-topic but does anyone have more models (or textures and images of them) made by shrapnelsoup? He used to frequent this board and I'm sure someone must've saved his stuff.
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>>973763
Whoa those are some bad tits
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>>973763
You sound insufferable. Go look up tutorials on YouTube
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>>973771
he is streaming it, so mostly a lot of teaching/talking, hell I skimmed it, and he was going on about making a playdough finger to have a scorpion attack it to extract poison.

but in skimming... its like holy shit, he is barely using the program to sculpt, at that point he in all honestly would have been better off getting a base model and then moving over to blender or any other poly modeling program rather than trying to poly model in z brush.
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>>973781
its far FAR easier to sculpt an organic thing and then scale back with a remesh than it is to make it ground up from pollies unless you specifically draw it to be modeled.
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>>978073
for a model as lowpoly as the one in the op image you definitely do not need to sculpt and remesh and bake etc its very clearly handpainted textures
to remesh it you would be losing so much detail theres literally zero benefit to sculpting and remeshing it all for a baked texture you wont need because op is handpainted
your method would require so much correcting and polymodeling you might as well have just polymodeled it to begin with, massive waste of time
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>>973763
I just go here
>https://www.models-resource.com/
and download a model I like and study it, it's topology, it's textures. No fucking industry big wig is going to teach you how to make texture convey form to keep poly counts down, all they know is pixar shit.
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>>978075
oh, i'm not saying bake anything, I mean its far easier to shape the body with a sculpt and remesh it, nothing to the level of baking, just enough to get a low poly out of it.especially if you suck or if you are going into it with no model reference images, moving around some 'clay' is far easier than unfucking low poly mesh. then you build up the mesh from the sculpt correctly.
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>>973763
Learn To DRAW
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>>973763
Download PS1/N64 model rips and study their topology and texturework
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>>973763
Shit man low poly like that you can just import a drawing as an image plane and trace the contours with your verts. Easy stuff.
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>>973763
looks pretty simple to me, and texturing on it would just be dithering & posterization. shadows & highlights are painted in, but there is rimlight and bearly any shadows being cast so its not 100% flat-ly lit.

unironically just try and recreate the model you posted, fuck off this website, and see what you can do with your eyes. get stuck? look it up on youtube

I would recommend picrel for more reference in that type of style but beware, HE is a troon

anybody have an archive of shrapnelsoup's work? seems he deleted everything
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>>979106
That's more PS2/3DS-tier than PS1.
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What shape are her thighs and arms?
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>>980350
probs wrong, but close from what i can tell
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>>973763
Better get in on the ground floor before low poly gooning takes off.
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>>973763
Show us what you've managed to get on your own.
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>>980384
Ive been waiting for people to make games like this for a decade now, still pretty much nothing outside of Froggun and Psuedoregalia
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>>973763
I've seen a couple of this guys works on his tumblr before it disappeared. He usually sculpted the models first in Zbrush before making low poly versions of them.
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>>973763
>That hand

Look at real low poly from videogames, simple as
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>>980384
Now THIS, how do I make models like this? This is way better than OP's image. MML art style is SOUL
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>>981137
Here's your learning material, now get to work.
https://www.models-resource.com/playstation/megamanlegends/
https://www.models-resource.com/playstation/megamanlegends2/
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>>981182
not that anon, but just looking at the models only goes so far. a lot of these old school models make heavy use of triangles over quads, and it's hard to wrap my brain around em compared to quads

hair is definitely being done differently in that gif compared to the MML models too, since vast majority of MML models build the hair off the head
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>>981183
I'm sure whatever software you use has a feature to turn pairs of triangles back into quads without ruining the models, or you could do it by hand. I don't think the artist who made that GIF ever released his models or posted wireframes IIRC, sorry.
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>>981183
>model the rest of the fucking owl
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>>981137
just learn 256 poly modelling, it's really no different from OP's example. the only thing that makes it distinct is the use of pixel art for the texturing.
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>>981182
>No Yuna or naked Sera models
Goddamnit it's been over two decades why haven't all the models from these games been ripped yet?
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>>981383
The games make heavy use of overlay binaries, and not only slap code into overlay files, but data too, including raw model formats that use raw pointers, iirc.
Source: I tried decompiling MML1 once.
>>
First attempt at modeling, really not into it..
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>>983257
>>
I dont get how you can think this much about low poly models.
its literally the easiest style of models to make.
you can spend time worrying about the exact placement of each polygon.
how could you possibly mess this up?
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>>983298
Because it's not as easy as you think, when you have less polygons, your shape abstraction and style matters more, and most 3d modelers suck at that.
That's why low poly modelling is never good as it used to be.
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>>983258
nice job on the legs, try to add more definition to the torso
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>>983298
I dont get how you can think this much about paintings.
its literally the easiest style of art to make.
you can spend time worrying about the exact placement of each brushstroke.
how could you possibly mess this up?
>>
>>983298
you are clueless
>>
I think I can model just fine, but the hardest part is texturing. A lot of them are hand-drawn and I'm not as good at drawing.
>>
>>983299
>>983339
>>983341
its pretty funny to see how mad people get over a few polygons.
im not saying its easy, but it is significantly easier than doing a detailed sculpt with the whole retopo and baking process.

at any stage in the process you can tweak your shape without having to worry about it, its just very forgiving
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>>983372
shit take
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>>983410
prove me wrong,
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>>983431
Show me 10 different artists that make good low poly right now, not baked textures from high poly.
I can show you 10 good 3d sculptors without a problem.
I make both things, you have probably seen a film with one of my sculptures.
But when I worked on a game company making a mobile game we had to go to Asia for good low poly modelers because of the shit artists produced here.
Hand painted low poly takes shit ton of time to make, and a lot less people can do a good job.
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>>983436
>Hand painted low poly takes shit ton of time to make, and a lot less people can do a good job.
true
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>>980294
If you're talking about the man who made those models, he's currently posting on tumblr.
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>>983436
What were the problems that western modelers had with making low poly?
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>>984051
Sincerely they looked like crap, we gave them concept art and they produced a how to draw manga levels of textures and toned down body proportions. Wasn't even funny how bad it was. The Korean modellers made a perfect job. I know that it was only a bad experience with a western company but still a waste of time and money.
Not everyone can do low poly right and mid poly wasn't an option at that time.
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>>984055
Ah interesting, thanks. I wonder if thats due to modelers who went to 3d art schools and only learned how to make assets for AAA slop and never took the time to develop their own skill in other stuff that actually interested them.
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>>984056
That company made good high poly game ready assets and characters in a realistic style for that time.
So we went for them because they told us that they made mobile too.
Yes, it was because of the style too, but they never could get the shape right with the low poly density that we needed.
Koreans nailed it at the first time with only a few corrections for the male characters.
Anons are full of bulshit here, both high and low poly need skills and a lot of them overlap, but not all of them.
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>>978102

I have no 3D experience at all and picked up Blender to make low poly models. I have no direction. Any leads of what I should watch?
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>>984865
https://www.youtube.com/playlist?list=PLn3ukorJv4vuU3ILv3g3xnUyEGOQR-D8J
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>>984866
I also found this guy's youtube. I am going to watch the playlist you sent me first and then check his stuff out.

Many blessings.
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>>984877
never fucking linked it..

https://www.youtube.com/@StarkCraftsYT/featured
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>>979106
>>980325

does this apply to psp era games too?
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>>984905
Sure, why not? As long as it's a console where low-poly art is used as a necessity rather than a stylistic choice then you'll have lots to learn from it.
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>>984881
I'm on the fence about these ps1 vtubers, some of their stuff can be interesting but I don't know how much you'd really learn if you don't even know how to use blender yet.
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>>973763
nearly every single person on twitter who makes "low poly" girls has been drawing for 10 years and just traces over their concept art. absolutely none of them poly model or sculpt
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>>984947
I feel like there should be a second sentence in this post explaining why anyone should care or even acknowledge this useless info.
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>>980294
https://www.youtube.com/watch?v=uhmJw-XbQu4

For anyone looking for a vid to learn from. Some small clip. Its says 6 hours but 4 of those are just a fucking "we'll be right back" screen
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found this fag recently, he makes some cute stuff and gives bases for free, mostly because he just traced the disgaea assets from models resource lmao
https://www.youtube.com/@KeyframeChef/videos
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Any low poly anons help me out here? I'm struggling to make a modern helmet like pic rel, how would you handle topology for something round with such a shape?
The night vision goggles I have found a nice PS2 model from MGS2 to reference where they use a texture for the bit that connects to the helmet and a cube between two simple cylinders.
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>>987262
Take your reference into blender and try modelling over it. With low poly stuff the textures are what really sell your model. Keep stuff big and readable at a distance, smooth over or simplify the smaller details. Just keep practicing and you will get it
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>>987265
Based, thanks anon. I've only done a few characters and objects so far but it's good fun. This object I think has too much shit going on that I was putting way too much geometry and getting weird shading.
For the front facing view, would you divide it to come to a point as well? (Four faces across)?
I found a nice trick on YouTube where smaller, complex details like a triggerguard and trigger of a gun can just be a plane and it's all texture from there, so I think i will try that for the microphone
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Good low poly is all about the texture
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>>987595
that's pretty cool. better than yandere sim
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>>987595
I've been an artfag for a long while but i really dont get how people are able to pay UVs in 2d programs. Like, I know how to paint, but i cant imagine painting a stretched box and somehow understanding how it will look on the model without seeing model at the same time. Painting onto the model makes perfect sense on the other hand.
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>>987623
have you watched any tutorials?
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>>987623
Blender works fine for a quick sketch to get a sense of space on the UV for photoshop or whatever, or you could use several 3D texture programs.
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>>987628
I have but I guess painting hair in a 2d space and then warping it around in UV just seems so backwards to me, when im used to painting onto a sketch of defined volume/shape and taking light and bounce into account from it.
>>987629
Right now im looking into substance painter/3dcoat and yeah painting on 3d seems like the way to go.
>>
I've been using ai to do low poly concepts, and its honestly way better than I ever thought possible after some work with comfyui nodes. Like legit some of these I could use/edit to be straight up UVs.
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>>987634
>Like legit some of these I could use/edit to be straight up UVs.
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>>987635
I guess I mean in terms of taking the colors/designs and redrawing them. But placement of shadow and whatnot is already there.
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>>987637
Hmmmmm....
Hmmmmmmmmm.
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>>987641
For example here are some I generated. Transferring these to a low poly model based on this isn't extremely hard.
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>>987642
Hmmmmmmmm, hmmmmmmm?
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>>987642
Yes, but it's not fun
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>>987649
Yea? These are very usable.
>>987650
For designing more characters/background npcs/etc, and concepting in scenes its really more than enough and speeds up development. I use my own sketches as based for shapes, and this lets you see a 3d version of a sketch without needing to model out/texture the whole body/head for the same result. It's ai as a tool, not replacement.
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Here is my first character I made recently, don't have alot of time to work on it. Anyone know how to properly rig something like the gas mask tube?
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>>987659
It really depends on what you need to do with it, what have you tried?
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>>983372

Low poly with hand painted textures is easier only in terms of how much knowledge of the software you need.

Artistically it's just as difficult to get a low poly, hand painted model to look good as it is to get high poly retopo'd PBR textured model to look good.

The reason

As >>983436 said, you don't see many artists still doing low poly hand painted because it's not easy, and it takes along time.
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>>983410
MUSHROOMS?!?
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>>984061
Kinda a necro post but im curious, what were the costs like were low poly models? Like to get one made/textured?
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>>988337
Yeah sure, I believe 30 dollars an hour, but I am unsure of how much was at the end because it's not part of my job, but it was around 2 months of work for the playable characters and humanoid monsters, the rest of the models were made in house.
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>>984905
this applies to anything in art you ever wanna learn hun
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>>988478
Thanks that helps a lot! I want to make a small scope game and pondering whether it would be better to have some models just done by someone else instead of spending 4-6 months doing it myself.
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>>988511
If the models are not based on an specific design I recommend buying assets and modified them, it's more cheap that way.
We didn't had that option at the time.
>>
not OP but how do you rig a model (in blender)? Like designate which parts move and how? Any good videos/tutorials?

Making the model seems straightforward enough but I don’t want to spend 12 hours making a model only to learn that I fucked up and have to restart it because I was using the wrong settings or something
>>
>>988561
Don't worry, not only will no one accuse you of being OP, but you also don't have to think too hard about the model itself. The major problem areas will be the bending points, but if you're going low-poly then the arm clipping into itself is not that big a deal. Here's a tutorial series about using rigify in various ways, but doing it manually doesn't take very long and might be a nice exercise, and don't forget that you can always reload a save and try again if there is a major problem in your model
https://youtu.be/-JSFcSxsaTs?si=Ri2NJdGBQwyHmlkM
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>>987623
Some programs let you paint directly onto models which in turn paints onto the UVs.
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>>988570
Holy crap is her face literally two planes worth of polys?
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tried making a model following the MML3 method, i guess it does help making the head have a more anime silhouette and gives okayish shadows if you´re gonna use lighting. didn´t like my initial attempt at texturing, might repost if i try again with better unwrapping and something higher than 256x256
>>
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thoughts
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>>988618
What's the lore on the white body paint and symbol
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>>988618
if you´re gonna have both shader lighting and painted shadows at least bother to have the same color
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>>988618
love it,
but plz fix the skin color
+ probs remove casted shadows on self, if your gonna draw shading in
>>
>>988618
The design of the t-shirt is a bit distracting and the make up on the face makes her look clownish



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