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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
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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
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>>992953
That could be handy for my low-poly HK416 attempt
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>>992953
Did you save any of the material nodes on the thread that was complaining about the new eevee?
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>>993043
https://warosu.org/3/thread/989283
>>
do people want more of these? i have a lot
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>>993048
Yeah go for it.
>>
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>>993048
Did you draw or bake the texture?
Is it generally easier to draw from 0 or bake / edit for this sort of style?
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>>993127
https://youtu.be/1FteWqBSg4c
>>
>>
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>>993154
>1.8k tri basemesh
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>>993163
>pic
what a gem that was
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>>992957
what the fuck, the texturing on her is amazing.
>>
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reposting my goober Strega because I can.
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>>993093
any example for a guy character?
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so japanese low poly is just planes, cubes and cylinders with 4-6 edges.
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how do i get gud?
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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
>>
>>993671
practice
>>
>>993093
Anyone know of any artists with similar work to this one? (I forgot this artist’s name Priichuu or something)
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>>993696
No 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.
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>>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.
>>
>>993779
Mods somehow fucked up and wiped about 19 boards, /3/ included.
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>>993779
the different resolution on the eyelids compared to the eyes makes me mad
actually the differing resolution all over the model is kind of aids
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>>992957
Would you mind showing the UVs? I'm curious about how you've unwrapped her.
>>
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>>993696
PS1 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.
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>>993841
woah who's the artist
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1/2
I 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. :)
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>>993873
2/2
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>>993873
>>993875
Cris on suicide watch
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>>993873
>>993875
>>993906
1/2
Some quick touch ups and I think it's actually reasonably presentable now :) I will improve from here
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>>993916
2/2
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>>993864
Circumsoldier
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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
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>>993917
My 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.
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>>994143
another vid from hoolopee. I wish one of the experts at low poly like heinn here >>993840
or this guy would release an actual course or at least a full length video on their character workflow
I've got no fucking clue how the people doing shit like 256fes or this work their magic
texturing 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
>>
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trying to do the 256fes thing, fuck me this is painful even with a reference. dropping this shit
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>>994143
this webm is great
where di d you get it?
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>>994144
yeah it looks pretty good.
>>
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>>994221
hoolopee twitter

>>994242
sounds retarded and I doubt even something like quad remesher would get me to 256 tris and still look good
>>
>>992957

damn, goes to show it's all about the texture work
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>>994249
>hoolopee twitter
thanks
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>>994252
yeah. I'm unironically giving up on this style, can't texture for shit and that's the most important part
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>>994264
would rather smash my dick with a hammer than do manual retopo
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>>994266
>troons do not want to retopo their own 250 polys anime girls
damn 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.
>>
>>994256
Bro most of it is literally just putting highlights on object edges, it's really easy shit to do.
>>
>>994270
Quad 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?
>>
>>994201
Do 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
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>>993569
Hey apple faggot glad to see you back
Nice textures
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>>994280
>Zremesher
Even 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
>>
>>993671
Lear to render properly your models
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>>994288
+ normal maps baking
>>
Low poly + pixel art if I can make pixel art, yes or no?

>>993841
I like this
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>>994292
Yeah, low poly is quite easy so go for it.
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>>994144
Practiced 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.

>>994223
Thanks bruder
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>>994334
fast improvement, keep practicing
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>>993839
how do you paint texture at 30sec?
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>>994334
Another test

>>994345
Thanks :)
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>>994362
Looks nice
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Low poly of an old OC
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>>994376
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>>994119
looks 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.
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>>994519
depends 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
>>
>>994524
I 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.
>>
>>994459
What's wrong with her face?
The model looks good, but her/his face looks really off
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>>994557
>/his
you have to go back
>>
>>994459
Don't pay attention to this guy's stuff he made meme models so he could get traction to sell NFTs
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>>994568
Because I don't know what the fuck is that, maybe it's supposed to be a troon? That's why I asked
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>>994603
I love making beautiful women
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>>993814
Pretty sure real low poly models had varying texel density too
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>>994620
they do, but this one is a pretty awful example
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>>994618
Do a girl with giant tits
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>>994620
Yeah you didn't really notice it in old games cause everything is rendered at a low resolution.
>>
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>>994362
Just 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

>>994371
danke
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>>993481
wish i knew how to handpaint
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>>994242
>>994264
I 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
>>
>>994677
2d wins again
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>>994618
So how are you doing now that the NFT market is dead and your chibis aren't as popular as you hoped?
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>>994672
Made 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.
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>>994784
he's a big guy
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>>994786
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>>994784
You 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
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>>994819
You'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
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>>994868
down to 528 after fixing the feet and hands but not apparent enough diff to post
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>>994868
>>994869
and 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...
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>>994868
Nice, it looks more clean now
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>>994876
cleaned up and added the arms that I uh forgot lmao, just need to uv map now I think

>>994921
Thanks :)
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>>994943
>the arms
oh 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.
>>
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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 poly

https://www.artstation.com/blogs/abeloroz/BALd/low-fi-model-workflow
>>
>>994949
That'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.
>>
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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 texture
need 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 huh

https://youtu.be/Aa8gf1pwb4E?si=gnx7CrqWlE_-mm-N
>>
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>>995004
sorta figured it out but it looks like shit
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>>994944
No, it doesn't, maybe with the texture it can be more noticeable
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>>995013
I just finished making a uv for it so I guess we'll see how it goes once the texture is ready.
>>
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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
>>
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>>995017
disaster
>>
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>>995021
give this a try
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>>995025
the 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
>>
>>995027
i didn´t mean the resolution, but to use the color grid to preview the stretching and density
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>>995017
>only having half of a texture and mirroring it via UV
SOVL
>>
>>995098
Cops 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.
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>>995100
uh oh leftard melty
>>
>>995104
90% of people who jerk off low poly games have never touched 3d or gamedev software
>>
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>>995104
most 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.
>>
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tried making a low poly environment, kinda hellish and not fun at all really. high res shot just you can see the detail
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>>995188
Bit hellish but I find it comfy and melancholic, sort of Morrowind vibes
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>>995188
Not hellish at all, I would definitely live there, I love the aesthetics btw
>>
>>995135
Maybe this is just to support alternative (possibly modded) skins, with stuff like pirate eye patch, monocle, etc.
>>
>>995210
That 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.
>>
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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.
>>
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>>995267
I suppose in a roundabout way both say the same thing.
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>>995607
how does this work
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>>995612
renderbaking detail from a high poly mesh. you'd be amazed how little geometry you can get away with and it still look good.
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>>995611
looks like ai generated garbage
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>>995823
Cute
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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?
>>
>>995941
Really cute model
>>995611
It 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
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brb gonna kms
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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

>>996312
could 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
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>>996548
will you please show it to me I've never been rude to you (unless you're cris)
>>
>>994201
are you the guy who asked how much a commission for this character would be on the vrchat subreddit?
>>
>>996559
eh? 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
>>
>>996543
funny 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
>>
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>>994949
......he uses midjourney AI for the texturing
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>>996866
I 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
>>
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>>995098
>>995104
>>995135
>>995210
>>995215
>>995229
>>995267
>>995306

On 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]
>>
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>>997229
too 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
>>
>>997230
looks interesting and has really low system requirements, thanks anon!
>>
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>>994943
back 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.
>>
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>>993622
The artist (@priichu) has some other more masculine but mostly androgynous models
>>993755
Some refs I've grouped with Priichu:
chained_tan
its_voxid
scuffward
>>
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fuck it, i give up. I´ll give it a proper rig then try to redo it again
>>
>>997618
Animation is a bit robotic
In my experience, this can be easily fixed by slightly moving each and every bone from frame to frame, even if slightly so
>>
>>993835
Artist? Have any more? Wireframe? Love this style.
>>
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>>997825
google exists
>>
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>>997582
made a much lower poly model. Not sure how I feel about it... Idk. I'll sleep on it.
>>
Cool, thanks man
>>
>>998554
bot
>>
>>996866
aI 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
>>
>>998706
why are you aifags always so touchy?
>>
>>998757
they 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
>>
>>998706
You are the tool, ai is the artist
Get it right.
>>
>>998706
>grow up cuck
insane projection
>>
>>993841
how do you create animated texture like with the eyes here?
>>
>>998942
idk but the Megaman Legends games do it, if that helps. it's just cycling between two textures
>>
>>992953
Nothing important was lost, this board is dead
>>
File: lowpoly retopo.webm (3.88 MB, 1920x1132)
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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
>>
>>999553
That's actually a rough retopo. It could be handled a lot better with a different topo technique imo.
>>
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>>999587
idk 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
>>
>>1000411
The 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
>>997115

The N64 got that feature first.
>>
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Going for a half-segmented model like in Tenchu 2 was a mistake, it's like I got the worst of both worlds.
>>
>>1000829
you will not know until you finish texturing
>>
>>1000909
Anyone got a tutorial to make something like this for a beginner
>>
>>1000935
Sorry, meant for >>1000620
>>
Man I can't seem to be able to grasp the low poly mindset
I tried making a simple character but my brain defaults to modeling everything with quads and proper topology
Whenever 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 stabbed
Yes, they are very pointy, that's what they normally do.
>>
>>1000936
After 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
>>
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>>1000991
What do you mean?
Do you want to model a low poly character?

For example this tutorial can teach you a lot
https://www.youtube.com/watch?v=DiIoWrOlIRw
>>
>>
so low poly is 100% about the texture work huh?
>>
>>1001927
kind of, its the make or break point of most low poly models
>>
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I agree with many anons in this thread, this proved to be way fucking harder than it looked.
>>
>>1001216
It'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.
>>
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I need to learn to draw to low poly texture, don't I?
there's only so much I can do with photo-sourced textures, since a lot of stuff I want to texture doesn't have any real-world references
>>
>>1002255
Yea but theres tutorials for that too, once you learn one skill you should be able to understand how to learn another
>>
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>>992957
>6 fingers
saved this from that thread too
>>
>>995941
Check the FAQ at the top but also just weight paint it yourself, it's not like there is a-lot of poly's to cover lol
>>
>>998942
with how short this clip is, it's probably a image sequence
>>
>>995823
>enemy
No!
>>
>>1002255
You idiots who think 3d and 2d are mutually exclusive are the dumbest and laziest faggots
I swear
Don't attach a borzoi to your stupid post next time, those dogs deserve to appear in better posts
>>
>>1002285
>>992957
socials? love your style
>>
best software for low poly stuff? should I just pick up blender or are there better alternatives?
>>
>>1004110
Blockbench?
>>
>>1002285
any tips for getting a nice low poly ass? most low poly models have pathetic asses
>>
>>1002531
>>1004216
why do you niggas think im him, im just reposting stuff that got nuked. i don't fucking know anything NIGGA
>>
>>1004110
just use blender, blockbench is ass for anything other than minecraft mods, woodcarving a model then 3d scanning it would be more efficient than blockbench
>>
>>1004262
tried blockbench. the editor is super janky lol. gonna download blender 3.6 and learn that instead
>>
>>1004259
why do you think replying to you means I think it's you? I saw a nice poly ass and asked the thread for tips

I've been trying to do something MML-ish but sexy, and it's a lot easier to do that with tits than ass
>>
>>1004292
post tits
>>
bump :3
>>
>>993154
>cutesy, comfy, lo-fi vibes
Literally unwatchable.
>>
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Any guides or resources for modeling low poly joints to avoid deformation while posing bones?

I know some old low poly games used separate meshes for limbs, I'd also be interested in resources about that
>>
I want to get started making 3D low poly character models, preferrably with a cartoony art style, BUT I want to have them be modular (i.e for character customization in a game) and animated (either via skeletal animation or old school "each body part is a separate bone you move"). What's the best way to get started?
Also, for shit like facial features/expressions and body parts, I'm probably gonna do swappable/moveable/resizable meshes and textures or some shit (Think like Miis or Mario Artist Talent Studio)
>>
>>1007456
-Decide where you want to cut up the model to be modular
-Cut it up

That's really it, at the core. Obviously it'll be simpler if you start with an "average" character but you can do this from any character that'd result from module assemple. So just model a character, divide it into modules, hide a module, model something in place and see if it looks right.
>>
>>1007028
Separate the joints into their own meshes, go to models-resource and download the PS1 Megaman models to see how they were done
>>
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Figured I'd post a few renders of my first ever 3d model!

I made several glaring mistakes when making it (and it can barely be called low poly to be honest) but I think it looks decent enough.
>>
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>>1010650
>>
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>>1010651
>>
>>1010650
Love her! Great result, keep up the good work!
>>
>>1010650
Cute, but at that texture resolution you should make the lines on the texture completely straight on the image and fit the uv map to the image rather than the other way around. That way you won't get those pixellized staircases on the lines. Yes, unfortunately that means no easy viewport texture painting. Also most people would prefer setting the texture sampling to closest/nearest rather than linear so you get clean square pixels instead of being washed out like that, it'd visually fit the sharp outlines better.
>>
>>1010656
> make the lines on the texture completely straight on the image and fit the uv map to the image rather than the other way around
That's black magic tier though. It's sometimes trivial for stuff like stripped socks,
and sometimes you have to sit bruteforce individual UV points in crazy ways to get it right.
Next time I do something similar I'd like to try to ignore polycounts and just do actual vector art on top of faces with real geometry.
Nowadays it's a style and not optimization after all.
>>
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>>1010656
The low resolution was actually intentional. I set the image resolutions to 256x256. The only exceptions were the face textures, which were 2304x256 to fit all of the face expressions she has. The goal WAS trying to emulate the restrictions that other low poly consoles had back in the day, the one I had in mind was the DS. But it wasn't really needed, and I don't think it translated well. I won't bother going that small next time around, I won't ever need it anyway. My workflow consisted of painting on the lines first, then editing the textures in Clip Studio Paint. If I'm going to draw straight on the model like last time, then I'm defiantly going to have a larger resolution.

Also, I had no idea that the linear setting was a thing until now! I think it looks at least a little better now!
>>
>>1010652
>>1010651
>>1010650
Looks very good anon, good job!
>>
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I'm a newcutie, never even accessed /3/ before but I'm interested in creating some low-poly assets to pass the time. I'd like to start by creating a small store like picrel.
I have no time constraints, I was considering learning it by myself but I remember people saying how that's actually a terrible thing to do when it comes to creating 3d stuff.
I know I'm being a bit of an ass for not searching around, but are there any decent (can be paid if it's easy enough to find a torrent for it) for someone with my needs?
>>
>>1010756
Start by randomly searching and watching video tutorials on youtube. It's not easy to understand if you need a paid course or not, it will be easier when you know more. I bought two courses so far, first was spot on and second is kinda technically good but it's outside of my area of focus (it's general materials course, but all they do is fucking photorealism) which made it incredibly boring for me and I dropped it real quick. I just can't watch it, I'm falling asleep. It's most fun to do stuff you actually want to do, learning something you're not really interested in can be boring as hell even if you paid for it.
>>
>>1010758
So I can pretty much treat it like as I did Photoshop I suppose, most of the things I've learned were from tutorials hosted on Abduzeedo on the early 2010s.
Thanks for clearing that out, I was just afraid of I don't know, learning some core skill completely wrong and fucking myself over later on once I finally realize that I'm doing it wrong.
>>
>>1010761
You can also ask ChatGPT, it's not bad at all with Blender. Can even write scripts and plugins for you.
>>
>>1010651
>>1010652
>>1010663
Looks good anon, post more
>>
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yo i fuckin' love blender
>>
>sculpt
>set up 4-point even lighting
>quad remesher
>cut low poly in half
>unwrap
>mirror
>bake high poly diffuse and AO to low poly
>save diffuse and AO image
>open in photoshop, set AO layer to multiply, merge layers
>reapply to low poly as single texture
>???
>profit
I think I finally found a fucking workflow that lets me avoid texture painting, relying on photos for textures AND poly modeling all at the same time
God knows if it'll work when I need to do this for a mesh with a lower poly count and have more parts that need texturing, but for now it seems pretty great. I'd say this'll likely end up being a better workflow for PS2 / mid poly but we'll see
>>
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>>1011119
posted some more stuff in the other thread
>>1011152
>>
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>>1011153
this is probably more mid-poly now at nearly 800 tris but hey ho
>>
>>1006934
cant enjoy anything
>>
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Now to work on the presentation
>>1010884
good luck on the contest :)
>>
>>1011257
how many tris? looking good, wish I could texture paint like that
>>
>>1010663
I think if you like the low res texture look you should try union bytes painter. Best thing I've tried for getting ps1/ps2 look, while still being able to paint on the model like im used to in substance painter. Aesprite is also really useful for this stuff.
>>
>>1011257
https://files.catbox.moe/fz5ohl.webm
me when i start editing 2 hours before the fucking deadline (it will happen every time)
>>
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>>1011257
>>1011314
holy fucking shit bitch, you blew me out of the water via presentation alone!

good luck to you too! i'll be lucky to get an honorable mention desu
>>
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>>1011324
>>
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>>1011332
>>
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moving to mecha and hard surface stuff so I can hopefully have a better time texturing
not really sure how it works but it's gotta be easier than organic stuff that requires anatomy knowledge
gonna try ripping a load of PS1 models with Duckstation's 3D screenshot tool and psxprev
>>
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>you can use regular sculpting tools on very low poly meshes
why the fuck did nobody tell me this? way easier for making weird shapes, just start with a basic primitive like a subdivided cube with smoothness set to 1. movement tools like elastic grab or grab 2D seem especially useful. others don't do much because there's not enough mesh data to work with
>>
i need an apu apustaja stl
>>
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>>1011375
alright forget that, I can't texture paint for shit
making the models is easy enough, UV unwrapping and all that is a breeze now, but fuck man being a drawlet sucks
best I can do is vertex painting, but that feels amateurish and limited at times
>>
>>1011324
you should upload your model for downloading.
>>
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Anyone know what this is from? I was looking at some older low-poly threads in the archive. I've tried reverse imaging but not finding much.
>>
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>>992953
Posted this in cool-whip in WIP, but I just figured out how to make a perfectly squared UV layout in Maya. It adds a lot of time to my workflow, but I can get those perfect laid out squared UVs i've seen them japanese folk make with their video game models. I wouldn't use the method I figured out for anything else other than low poly or at least until I figure out a python script to stream line it.
>>
>>1013050
Like, I feel I have to go back over this whole thing to implement it, Fuck. I'll do it on my next model.
>>
>>996794
Source?
>>
>>1013050
her arms are too short
>>
>>1013050
How did you do the whole perfectly square layout? working on a low/mid poly model right now and saw the Vagrant story ones and wanted to try something similar
>>
>>1013074
Thank you sir, but im going to need a visual aid, cause im not seeing it. Im under the impression that your fingere need to be just above halfway to the femur. With her slight arm extention, that could make her arms appear short. perhaps her legs being long is making them appear short?
Idk, but a visual aid would be welcome.
>>1013076
I stumbled upon it recently while working on this model. I havent worked out all the pros and cons, or pitfalls, of what it is that i did exactly. It also helps that your model is already made with solid quads, but basically:

1. Analyze the Model:
Count how many faces are in each row of the mesh section you want to unwrap (e.g., chest: 4, 8, 10...). Say the neck is 4 faces in a row, next row is 8, next couple of rows after is 10.


2. Build a Flat Proxy Plane:
Create a flat plane with matching face layout using those counts. Say the chest is a solid 4x4 of faces. make a 4x4 plane.


3. UV Snapshot:
Since it’s flat, the UVs are perfectly square. Export a snapshot for texture painting.


4. Paint the Texture:
Use Photoshop or similar tools to draw clean details directly on the square grid.


5. Wrap the Plane to the Model:
Manually move the proxy’s vertices to match the original model’s shape — face by face. Vert by vert.


6. Replace the Old Geometry:
Delete the original faces. Your new geometry keeps the clean UVs and fits the model.

optional 7th step: After was all said and done, i had to adjust the uv a bit here and there due to some minor distortion.
---

This method is ideal for lowpoly to midpoly since there arent many verts and faces you have to count and match to the model. Still adds time to your workflow though.

Its dumb, but it worked.
>>
>>1013074
no wait, nvm, i see it.
>>
>>1013078
if youb ever meet women whith child bearing hips, especially a momma on her 3rd kid, their arms tend too look shorter. The femur measurment is correct, but when the hips get round, they cut of some length. Error on the side of caution if you decided to lengthen her arms.
>>
Does anyone have a similar infographic for legs at the hip?
I get the elbow and knee stuff and there are tons of clear examples, but the leg meeting the hip on my low poly models is always causing ugly deflating of the ass or hernia-like bulges.
>>
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the difference in idle stances feels kinda jarring, but i guess it´s not surprising when there was a ~10 year gap between the 2 characters being released.

>>1013241
the easiest answer is to throw the model into mixamo and see what the algorithm does, it´s usually good enough in motion, and any issues can usually be solved with corrective shapes
>>
>>1013050
Really good model anon, her arms are too short, apart from that it's good
>>
>>1013080
Yes because a normal woman has to bend to touch her pussy, you are fucking insane.
>>
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alrighty then. I lengthened the arms.
also more shots of her ass.
>>
>>1013313
That's so much better anon.
>>
>>1013313
Looks solid. Nice.
>>
>>1013436
As solid as a nice donut?
>>
>>1013438
Oh shut up! I'll never do a donut nevah!!! I just can't.
>>
>>1013447
I know you can't, you should lear to make a donut, I can even post a tutorial on how to make them
>>
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bun
>>
>>1013820
You need to work on your pixel density, man.
>>
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gob
>>
>>1013820
>>1013828
2goblin1bunny pretty pwease :3
>>
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low poly gun practice for absolutely no reason
>>
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>>1013826
Yeah I UV'd stuff-- especially the hoodie-- pretty poorly in retrospect but I only realized some of the issues after I had made the texture, didn't wanna redraw at the time. Will get around to it someday.
>>
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has anyone figured out a reliable way to use this UV square method yet?
I've tried just selecting faces and hitting U and then Reset to make it a square, but that's not always ideal
selecting a face and selecting unwrap minimum stretch and then straightening the UV edges works, but it creates some UV stretching and stops the checker pattern from being perfect
idk how the hell people do it
>>
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>>992953
I bought an ipod touch for this bitch and shortly learned modeling
>>
>>1013256
It's because you are also not matching the frame timing
>>
>>1014204
An ipad for low poly? I'm interested in what apps you use, since it all seems to be sculpting stuff.
>>
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>>1014206
Answers on this by anybody else would be appreciated too. I think the only modelling apps I've seen so far is Forger, but it's buggy and the devs are making it yet another sculpting app.
>>
>>998706
poo in loo
>>
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made a bunch of low poly potions. Any ideas on how to improve their design are welcome.
>>
>>1014757
Those look very comfy fr fr
>>
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>>1014762
ty anon, have some weeds.
>>
Should I use Vulkan instead of OpenGL?
I *want* to use OpenGL, but I'm afraid it's gonna be 100% deprecated soon, and that the Switch 2's SDK dropped support for GL 4.5 (which was supported in the Switch 1's SDK) should I port to Switch 1/2
>>
>>1014765
fuck wrong board & thread lmao
>>
>>1013050
Can you show me the wireframe on her ass?
>>
>>1014800
Asking the most important questions.
>>
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>>992953
Does this count as low poly ?
It's 206 verts.
>>
>>1014825
I guess so, but what is that thing? An uncircumcised wiener after a dirty season of anal or just a turd that has gained sentience?
>>
>>1014825
>>1014834
A flaccid wiener, I'd say.
Looks low poly to me. Perhaps you could get rid of 8-16 verts around the tip of you don't intend to animate it, but that's nit-picking. I think you are good.
>>
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lowpolyfied a previous project of mine for fun and am pretty proud of how its looking, all thats left is figuring out texturing for her but wanted to hear what you strangers think.
Final triangle count is 1225, wanted to try for sub 1000 but was already pushing that before i started the arms. also the triangle count on my original model was 235k lmao.
>>
>>1014834
Yup it should be something like dick monster but living in the sand...

>>1014838
Thanks i will play with it probably more.
>>
>>1000991
https://www.artstation.com/blogs/abeloroz/BALd/low-fi-model-workflow Think I got this from this thread already
>>
>>1011288
Do you have a version available for download please? Creator had a shitfit and took it away, even for purchase.
>>
>>1013077
>>
>>1014841
thats so cute, whta did the original model look like?
>>
>>993569
I’d love to see the topology
>>
>>1002285
>>992957
Any info on what the triangle count was for this?
>>
>caring about polycount in 2025
ngmi
>>
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>>1016191
>>
>>1016192
>sells millions
Youre proving the point?
>>
>>1016193
>bro people like slop so just have no scruples and don't improve your craft or do anything efficiently!
Why are you here?
>>
>>1016210
>has no work to post
why are you here?
>>
>>993156
beautiful
>>
>>995188
Love that sunset. Just likes like an alien desert environment.
>>
>>994119
Anyone have a source on the artist?
>>
>>995188
Very good, I loved the gradient of the sky, it looks beautiful.
>>
>great purge

QRD?
>>
>>1016527
Turbo jannies made an error about a year ago and deleted entire boards worth of threads, this just so happened to include everything on /3/.
Some of these threads were months to years old
>>
>>995612
Create high poly mesh
Bake normal map (optionally other maps like roughness, metallic etc.)
Apply baked maps from high poly model to low poly model
Admire results and technological advancement.
>>
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>give up on handpainting textures for years
>try it again quickly
>literally just hard round brush, shadow, highlight, smooth, crunch to low res and index
wew. then again doing it on UV unwraps is different and blender's actual texture painting sucks
is there a decent add-on for real-time UV updating for photoshop to blender?
>>
>>1013313
Nice
>>
>>1016677
yeah it's called Don't Use Photoshop Dipshit Go Get 3D Coat.
>>
>>1016685
>3D Coat

Never heard of it
>>
>>1016677
> crunch to low res and index
Wdym by "index"? In case it's something that gives it slightly dithered look could you please share how you do this?
>>
Does anyone have this book for free? Thanks
>>
>>1016858
Surely this random lightwave book from 2008 is the solution to why you can't make good models or textures despite all the resources that exist since then

Low poly modeling is useless if you can't handpaint textures or draw concept art
>>
>>993842
Anjin?
>>
>>1016858
That book looks fun, I'd read that.
Wouldn't have a clue where to find even a paid version of a 20 year old limited release hardware specific foreign textbook, though, that's a bit specific.
>>
>>993839
what the fuck this is so nice. this wold take me weeks
>>
Does anyone know this eye is animated? Specifically where does the pupil go? I'm pretty sure it's not just a texture because then it would get heavily distorted, right? And the wireframe shows it's separate
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>>1017070
wireframe
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How does one achieve this uv mapping? It's an 8-sided spheroid where each segment is mapped identically. The closest I've gotten is starting with a cube and manually editing the uvs to resemble the reference.
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>>1016677
There's a free live texture editing extension for Blender/Aseprite called pribambase.
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>>1016785
color indexing just restricts the possible number of colors in your image. Basically any image editing software allows you to switch between rgb, indexed and greyscale color modes.
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why the FUCK is low poly modeling so difficult?
left is a helmet from the original King's Field, not exactly the best looking game out there, but this is still a nightmare for me to model and I've been using blender for years
right is my quick attempt before I dropped it. I just don't get it at all
it's not that I don't understand the technical side, like poking faces, inset, loop cuts, vertex split, edge slide and all that, it's just actually putting it all together
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>>995017
HOW THE FUCKKK DO THEY DO THIS?
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>>1017510
Used Wings3D
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>>1017574
Based wings3 chad
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>>997582
why is every1 making quads



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