Use this as a place to help rebuild after the great purge /3/ I autisically save everything so hopefully I can help give back to a board that I love on this god-forsaken Mongolian basket weaving site
I saved some of the lowpoly wafiu stuff so here is at least a pic of that. If someone wants to try to rebuild that as well, use this thread for whatever.last one >> https://warosu.org/3/thread/983543( i legit don't know how to link things so fuck it)
>>992957>>983543
>>992953That could be handy for my low-poly HK416 attempt
>>992953Did you save any of the material nodes on the thread that was complaining about the new eevee?
>>993043https://warosu.org/3/thread/989283
do people want more of these? i have a lot
>>993048Yeah go for it.
>>993048Did you draw or bake the texture?Is it generally easier to draw from 0 or bake / edit for this sort of style?
>>993127https://youtu.be/1FteWqBSg4c
>>993154>1.8k tri basemesh
>>993163>picwhat a gem that was
>>992957what the fuck, the texturing on her is amazing.
reposting my goober Strega because I can.
>>993093any example for a guy character?
so japanese low poly is just planes, cubes and cylinders with 4-6 edges.
how do i get gud?
How many polys is considered low poly? I keep trending toward 700-ish tris whenever I model a person (I'm pretty new to modeling fyi)>I know that some n64 games were around that # of tris for the main character but idk if that counts if you did that for even minor characters, it seems more like gc tier or something
>>993671practice
>>993093Anyone know of any artists with similar work to this one? (I forgot this artist’s name Priichuu or something)
>>993696No definitive answer to that, each case depends on the complexity of what you're trying to model and what kinda look you're trying to go for. N64 mario and a character from MGS Peace Walker are both considered low poly, but the later has at least twice the tris.If you're trying to replicate the visuals of a particular game / era, go download some of its models and aim for similar number of polys. Otherwise just find something similar to what you're tryng to make, keep whatever details you can to the textures, cut the geometry that doesnt affect the silhouette and you should be good.
>>992953>the great purge /3/Wait, what the fuck happened? I stopped browsing last year when that one retard spammed the catalog and basically killed a ton of good reference threads.Contributing to low poly greatness.
>>993779Mods somehow fucked up and wiped about 19 boards, /3/ included.
>>993779the different resolution on the eyelids compared to the eyes makes me madactually the differing resolution all over the model is kind of aids
>>992957Would you mind showing the UVs? I'm curious about how you've unwrapped her.
>>993696PS1 range from 240 Tris for Lara 1 to nearly 800 Tris for Crash ('cheated' via untextured poly) with Spyro being at 430 or something - so that's your "bottom" limit. Where you place the upper limit is up to personal preference and is guaranteed to spark a fight.Just pick whatever "old" console you consider to have the sweet spot in model quality vs polycount, and use that as (you)r range.
>>993841woah who's the artist
1/2I have officially leveled up from "cannot model at all" to "as good as cris" in about a week. Hopefully next week I'll be competent. :)
>>9938732/2
>>993873>>993875Cris on suicide watch
>>993873>>993875>>9939061/2Some quick touch ups and I think it's actually reasonably presentable now :) I will improve from here
>>9939162/2
>>993864Circumsoldier
anyone know how this vertice modelling method works? I've never really seen anyone use it for low poly. not sure if there's a specific name for the workflow
>>993917My new topo any good? I feel that the textures being scuffed as hell made me seem more ngmi than I otherwise intend to present myself.
>>994143another vid from hoolopee. I wish one of the experts at low poly like heinn here >>993840or this guy would release an actual course or at least a full length video on their character workflowI've got no fucking clue how the people doing shit like 256fes or this work their magictexturing is a bit of a mystery too; I know how to do it technically, but I'm never sure what order to texture things. start with base color, add detail, then fake the shadow and light? no clue
trying to do the 256fes thing, fuck me this is painful even with a reference. dropping this shit
>>994143this webm is greatwhere di d you get it?
>>994144yeah it looks pretty good.
>>994221hoolopee twitter >>994242sounds retarded and I doubt even something like quad remesher would get me to 256 tris and still look good
>>992957damn, goes to show it's all about the texture work
>>994249>hoolopee twitterthanks
>>994252yeah. I'm unironically giving up on this style, can't texture for shit and that's the most important part
>>994264would rather smash my dick with a hammer than do manual retopo
>>994266>troons do not want to retopo their own 250 polys anime girlsdamn you are all lazy. there are people retopoing 200k characters. also part of a properly topoed mesh are correct edgeloops and placement which your AI cannot do. your animations will look like shit. nothing beats manual retopo for best optimization.
>>994256Bro most of it is literally just putting highlights on object edges, it's really easy shit to do.
>>994270Quad Remesher isn't an AI dingus, it's a port of Zremesher to multiple different applications by the original developer. You can also use materials to guide it's flow so that it puts the edge loops where you want them to go among other things.It's still really not necessary for this kind of thing though. you'd be way better off with Retopoflow or any of the other tools that make manual retopo a breeze.Why would you even need to sculpt and retopo for a low poly mesh in the first place?
>>994201Do it anon, it's challenging for a reason, a lot of Anons here think that low poly is shit and easy, but it's not and definitely you can learn a lot making those restrictive challenges
>>993569Hey apple faggot glad to see you backNice textures
>>994280>ZremesherEven with guides, it's shit. I used le zremesher when I was a noob but then just put it off and manually retopo every single mesh I make because it's simply superior with 100% control and efficiency. Your models will look visually better when you place down the topology yourself. Sculpting the high poly will give you a secure guide to retopology on
>>993671Lear to render properly your models
>>994288+ normal maps baking
Low poly + pixel art if I can make pixel art, yes or no?>>993841I like this
>>994292Yeah, low poly is quite easy so go for it.
>>994144Practiced by making a mech. Not sure that I like the design overall but good that I was able to finish this in only an hour.>>994223Thanks bruder
>>994334fast improvement, keep practicing
>>993839how do you paint texture at 30sec?
>>994334Another test>>994345Thanks :)
>>994362Looks nice
Low poly of an old OC
>>994376
>>994119looks cool
I was considering doing low poly for a VN like game and cutting pose to pose keyframes (like phoenix wright). Then I looked at the credits list and the game had 40+ animators. So it seems even if I were to do 6-8 characters and each with a set of 15-20 expressions, it seems like it's something you'd need a crapton of people for.
>>994519depends on how much work you´re going to put in the models mostly, what you´re planning doesn´t sound like something you´d need more than a single person for
>>994524I guess best thing I can do is just try making one character/background and see how long it takes. I dig story games but I wanted to try to do something a little more than standard rpgmaker, and instead something more like crow country/coffin in terms of the small stage floating in a black void.
>>994459What's wrong with her face?The model looks good, but her/his face looks really off
>>994557>/hisyou have to go back
>>994459Don't pay attention to this guy's stuff he made meme models so he could get traction to sell NFTs
>>994568Because I don't know what the fuck is that, maybe it's supposed to be a troon? That's why I asked
>>994603I love making beautiful women
>>993814Pretty sure real low poly models had varying texel density too
>>994620they do, but this one is a pretty awful example
>>994618Do a girl with giant tits
>>994620Yeah you didn't really notice it in old games cause everything is rendered at a low resolution.
>>994362Just kind of phoned this one in at the last minute because I took so long (irl stuff got in the way) so I'm gonna keep practicing with probably some organic stuff next>>994371danke
>>993481wish i knew how to handpaint
>>994242>>994264I know I originally disagreed with you, but I bought quad remesher and the sculpt into low poly thing actually seems to work quite well this is an extreme case since a limit of 256 tris for the 256fes challenge thing is very strict, but still, not bad for just pressing a button. pretty sure I can vertex paint to tell it where to keep detail as well I'll look into doing it manually too
>>9946772d wins again
>>994618So how are you doing now that the NFT market is dead and your chibis aren't as popular as you hoped?
>>994672Made a generic big guy the simplest way I could: just separate blocks for the chest, waist/hips, upper arms, lower arms, upper legs, lower legs, hands, feet, neck, and head. Anywhere that would move so that I can use it as a test model for rigging without worrying as much for anything else. I'm not sure I like it in the end but hey, it looks like a big guy. Annoyed that it ended up being 1k tri though, lmao.
>>994784he's a big guy
>>994786
>>994784You can clean a lot of polys that don't change the shape so much. Easily you can cut half of the polys on that 3d model
>>994819You're absolutely right. Got it down to like 600 here, and I'm chalking the extras up to me not splitting the hands and keeping a few extra. Also finally learned that alt+m1 is a shortcut to select a loop, which is so much better than the autistic way I had been doing it before (m1, then ctrl+m1 on the other side, then ctrl+m1 on the one nearest the first that it didn't select, and having to make sure its shortest path wasn't dumb, lol)>the ability to slam your head into a wall and just do things is so much more useful to learning blender than I ever expected
>>994868down to 528 after fixing the feet and hands but not apparent enough diff to post
>>994868>>994869and finishing off the night with a character design early version that I'm going to get my wife to help me make the texture for. Obviously modified from my earlier female model. Heard using bases was common, so...
>>994868Nice, it looks more clean now
>>994876cleaned up and added the arms that I uh forgot lmao, just need to uv map now I think>>994921Thanks :)
>>994943>the armsoh if it wasn't clear she's meant to have her arms in the jacket and NOT the sleeves, hence why I forgot them before and why they look so flaccid. Not sure if the model itself suggests that, I figure once animated it'd be more obvious.
found a decent blogpost on artstation that goes over a low poly workflow for pic related. it's not 256fes, but still low enough to be PS also the only one I've seen that uses a sculpt first and then retopos over it, not something I usually see for low polyhttps://www.artstation.com/blogs/abeloroz/BALd/low-fi-model-workflow
>>994949That's some really good stuff. I suspect the reason he sculpts then retopos despite it being low poly is primarily because of the more exotic angles being somewhat abstract to rough out using just extruding and moving - it helps give it that sharp and angled look he's so proud of. Good stuff.
I keep trying to abuse triplanar mapping / PBR. also figured out how to bake ambient occlusion I used the mirror modifier to mirror the UVs and get more space, but it looked silly having the same rust patterns being equal on both sides, and the stretched AO looked awful so I had to use Smart UV Project, making even less space for the textureneed to find a way to do the edge wear thing so it's not just rust all over the place with no rhyme or reason tried following this but it didn't work and he didn't even explain how to set it up with textures also all of this would probably be x5 easier in Substance Painter huhhttps://youtu.be/Aa8gf1pwb4E?si=gnx7CrqWlE_-mm-N
>>995004sorta figured it out but it looks like shit
>>994944No, it doesn't, maybe with the texture it can be more noticeable
>>995013I just finished making a uv for it so I guess we'll see how it goes once the texture is ready.
straight up just do not understand how to texture like this I've seen some devs have perfectly straight UV islands like Vagrant Story, but very little idea of how they did it without everything being stretched to shit if I had to guess, the UVs were exported from here and painted in whatever using a pixel art approach so everything would be straight, but idk much more than that
>>995017disaster
>>995021give this a try
>>995025the low res isn't the issue, that's part of the style, it's just that it's an uneven mess on the mesh itself even if I straighten the UV
>>995027i didn´t mean the resolution, but to use the color grid to preview the stretching and density
>>995017>only having half of a texture and mirroring it via UVSOVL
>>995098Cops don't deserve more than half face
>>995098...this is just... the thing everyone does? don't waste space on full unique sides, just add assymetrical details with decal polygons or modelled sections. We do this even in modern games.
>>995100uh oh leftard melty
>>99510490% of people who jerk off low poly games have never touched 3d or gamedev software
>>995104most people don't do that actually, as the storage saved isn't worth the effort of optimizing the UVs. Picrel; they had already stopped doing this as early as the seventh gen, probably earlier.
tried making a low poly environment, kinda hellish and not fun at all really. high res shot just you can see the detail
>>995188Bit hellish but I find it comfy and melancholic, sort of Morrowind vibes
>>995188Not hellish at all, I would definitely live there, I love the aesthetics btw
>>995135Maybe this is just to support alternative (possibly modded) skins, with stuff like pirate eye patch, monocle, etc.
>>995210That particular example was from a source leak, and they never included a feature like that in that particular game. It's just common practice now.
Kind of a case by case scenario, in dota for example a lot of guys are fully mirrored and the faces have a bit more texel density, but they'd never be seen on screen as much as a tf2 character
>>995135>as the storage saved isn't worth the effort of optimizing the UVs.More like the extra dev time isn't worth the money.
>>995267I suppose in a roundabout way both say the same thing.
>>995607how does this work
>>995612renderbaking detail from a high poly mesh. you'd be amazed how little geometry you can get away with and it still look good.
>>995611looks like ai generated garbage
>>995823Cute
I've tried low poly. Any retard guides for rigging and weight painting? Clothes clips through body. Accessoires are bending when I pose the character. I have to weight paint everything after I autorigpro?
>>995941Really cute model>>995611It looks weird, looks like a blob with AI projected on top.If it's not ai you should try to work on the shape first
brb gonna kms
took a break, came back to it and realized I kinda hate this stuff only took about 30 minutes but that probably shows. I feel like texture filtering hides a lot of texture shoddiness. that on top of modern lighting is probably my best bet, might be able to emulate a Max Payne or late 90s early 00s PC game look>>996312could likely drastically lower the triangle count with the hands, removing the individual fingers and nails with the teeth yo could use a plane with maybe 3-4 edges to curve it and then just put the teeth in as a texture on said plane. good job overall though
I found a Japan only book about modeling in the 2000s yes it has low poly. But i wont share it with you guys because you're rude to me
>>996548will you please show it to me I've never been rude to you (unless you're cris)
>>994201are you the guy who asked how much a commission for this character would be on the vrchat subreddit?
>>996559eh? fuck no, I don't use vrchat. my friend forced me to play it once and it was the most autistic piece of shit I ever endured
>>996543funny you mention poly count, the original model i was copying for practice was 1386 and i still dont know where the fuck those 200 tris are supposed to be
>>994949......he uses midjourney AI for the texturing
>>996866I actually really like this workflow, been photobashing shit for years anyways now I can just do it vaguely more efficiently and nobody will know unless you tell them
>>995098>>995104>>995135>>995210>>995215>>995229>>995267>>995306On the subject- a technical spec in the way the dreamcast's 3d architecture was designed made mirrorable (single or both axis) texture maps, and consequently: UV maps and the poly models themselves- All revolving around the way dreamcast happened to leverage that type of artwork, giving the devs in exchange better performance and faster development speed. It was probably interesting to be a dev at that time, to be put in a corner and having dreamcast come up to you, shoves you, spits at you and says in a cave man voice "you. make. art. like this now. me mirror. me mirror for you now. you make mirror art now.." with mirroring textures a big part of the pipeline for artists across the whole team. The results of that technical specification, giving a developer performance/convenience benefits in exchange for free mirror-centric art. a cool perspective to think about
>>997114>The Dreamcast's 3D processor has a mode that can mirror textures. It's not on an arbitrary location, but whenever the texture repeats. This can be done on one or both axis of the texture. It is exactly equivalent to the following in OpenGL:glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);So if this is your entire texture:/Instead of repeating it and getting////////////////It will mirror it each time it repeats and you can get/\/\/\/\/\/\/\/\or/\/\/\/\\/\/\/\/
Are there any free/lightweight programs that can be used to animate low poly stuff other than Blender? [spoiler]I'm still using a Windows 8 computer so I can't use the new version with updated UI[/spoiler]
>>997229too busy learning blender animation myself to look into it now, but apparently this thing is fully free now?you could always try torrenting it anyways
>>997230looks interesting and has really low system requirements, thanks anon!
>>994943back again and finally worked on a new model, made another dino like >>994362 but I think with a bit better topo. I think... practicing again after all.
>>993622The artist (@priichu) has some other more masculine but mostly androgynous models>>993755Some refs I've grouped with Priichu:chained_tanits_voxidscuffward
fuck it, i give up. I´ll give it a proper rig then try to redo it again
>>997618Animation is a bit roboticIn my experience, this can be easily fixed by slightly moving each and every bone from frame to frame, even if slightly so
>>993835Artist? Have any more? Wireframe? Love this style.
>>997825google exists
>>997582made a much lower poly model. Not sure how I feel about it... Idk. I'll sleep on it.
Cool, thanks man
>>998554bot
>>996866aI iS bAd, I hAtE Ai, grow up cuck it's a tool, if you chose not to use it you can only blame yourself for falling behind.This is a cool workflow
>>998706why are you aifags always so touchy?
>>998757they recognize deep down they will never be an artist or feel the joy of true creation, getting called out by real artists genuinely feels like being splashed with cold water, triggers the fuck out of their impostor syndrome
>>998706You are the tool, ai is the artistGet it right.
>>998706>grow up cuckinsane projection
>>993841how do you create animated texture like with the eyes here?
>>998942idk but the Megaman Legends games do it, if that helps. it's just cycling between two textures
>>992953Nothing important was lost, this board is dead
tried the sculpt into retopo approach for low poly. 92 tris, lost some detail could be worse I guess. I hate poly modelling so just going over a sculpt feels a little better
>>999553That's actually a rough retopo. It could be handled a lot better with a different topo technique imo.
>>999587idk man, what other choice have I got? poly modelling complex or organic stuff breaks me pic related, can't imagine how I'd make something like this (from King's Field III). it's finnicky as shit to make this kinda thing
>>1000411The trick is to just divide it up visually into different sections and just have the different sections be whole blocks, basically. Remember that ANY fine details can be done with textures.
>>997114>>997115The N64 got that feature first.
Going for a half-segmented model like in Tenchu 2 was a mistake, it's like I got the worst of both worlds.
>>1000829you will not know until you finish texturing
>>1000909Anyone got a tutorial to make something like this for a beginner
>>1000935Sorry, meant for >>1000620
Man I can't seem to be able to grasp the low poly mindsetI tried making a simple character but my brain defaults to modeling everything with quads and proper topologyWhenever I have to make a triangle it feels like I'm being stabbed, I just don't get it
>>1000961>Whenever I have to make a triangle it feels like I'm being stabbedYes, they are very pointy, that's what they normally do.
>>1000936After doing my own research and googling, there are no guides for this kind of low poly stuff, I thought it would be more beginner friendly, but it's definitely a little more intermediate and requires some experience knowing what you're doing
>>1000991What do you mean?Do you want to model a low poly character? For example this tutorial can teach you a lothttps://www.youtube.com/watch?v=DiIoWrOlIRw
so low poly is 100% about the texture work huh?
>>1001927kind of, its the make or break point of most low poly models
I agree with many anons in this thread, this proved to be way fucking harder than it looked.
>>1001216It's hard to explain, but I guess that triangular anime look that was in a few other pics here, luckily I did find some guides, but it does come down to you knowing how to use the program properly, it's not something you can just do easily as a noob because it looks simple
>>1000829>it's like I got the worst of both worlds.You won't feel that way if you try to animate it.At low poly counts like this, animating the hip and shoulder joints without creating horrible deformations becomes a significant pain in the ass....But if you just segment it, that problem magically away.That's why they did it.