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/3/ - 3DCG


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File: 1.27 MB, 960x540, burger.gif [View same] [iqdb] [saucenao] [google]
400639 No.400639[DELETED]  [Reply] [Original]

Hey guys here's my shitty animation of a low poly burger I made to start this thread. Just starting out - any tips for someone learning low poly modelling?

>> No.400640

Try soccer

>but what will it do for my 3D skills?
Hardly anything, but it will definitely prevent you from making the world an uglier place

>> No.400641

>>400640
You made me chuckle anon.
I actually have played soccer all my life, and this model was totally effortless so no need to fear. I just wanted to make something in to a gif really, and I don't have any of my old models from when I used to be in to modelling more intensely.

>> No.400642
File: 62 KB, 360x240, 1386736778611.jpg [View same] [iqdb] [saucenao] [google]
400642

>>400640
Here's a cool one for you.

>> No.400643
File: 274 KB, 456x175, 1386729584488.gif [View same] [iqdb] [saucenao] [google]
400643

>>400642
These are not mine, by the way.

>> No.400644
File: 5 KB, 256x256, 1386737848855.gif [View same] [iqdb] [saucenao] [google]
400644

>>400643

>> No.400646
File: 648 KB, 960x540, fries.gif [View same] [iqdb] [saucenao] [google]
400646

Now for a change of pace, here's my makeshift example low poly fries.
I made the texture transparent in the areas that it is black, why isn't it transparent?
How can I make that area transparent?

>> No.400648
File: 437 KB, 320x116, 1386738020068.gif [View same] [iqdb] [saucenao] [google]
400648

>> No.400650
File: 832 KB, 960x540, fries.gif [View same] [iqdb] [saucenao] [google]
400650

Found out how, just needed to enable transparency on the material.
I guess it's all gonna come down to good texturing. Pretty excited to play with transparency though.

>> No.400651
File: 128 KB, 811x462, 1386738322646.jpg [View same] [iqdb] [saucenao] [google]
400651

>>400650
Here's my last good picture before I go to bed for now. I'll be working on an actual project tomorrow if the thread stays up for that long.

>> No.400653

>>400651
I really like this one

>> No.400661

>>400651
The idea of an orthographic projection zelda game in this style is really really exciting.

>> No.400667

>>400651
you are the retro.

>> No.400669

>>400644
i always love the detail on this one

>> No.400670

any decent tutorials for how to low poly?

>> No.400671

>>400639
Really, man? Those seams? Really?
And turn of the filtering so your texture doesn't blur.

>> No.400684

>>400671
Yeah I'm brand new in to UV Mapping. I had one corner actually modeled and I mirrored the rest. Is that cheating for low poly? I've seen some other people have half textures for their stuff.
>turn off filtering so texture doesn't blur
Thank you very much for telling me this, I was always wondering why it was like that.

>> No.400686

>>400671
>>400684
I'm having a little trouble getting it to render without the filtering, but I did it in the 3D view through user preferences.
I used the UV Mapping section to apply the texture so when I try to go to the material textures and turn off MIT Map it doesn't do anything. What do I need to do?

>> No.400695

>make regular quality model
>remove polygons until satisfied
reallyyoucouldntcomeupwiththis?

>> No.400704

What size textures should I be using for single objects?

>> No.400714

>>400686
I'm approaching the end of my little project, does anyone want to help me out?

>> No.400742

>>400714
Bump since I'm almost done shading.

>> No.400746

>>400742
For blender:
For the 3D view go to:

User preferences > System.
Then under the OpenGL sub header, you will find "MipMaps" make sure that box is unchecked.

For everything else;
GOOGLE

>> No.400749

>>400746
That's what I did, I tried Googling how to do it for how to do it for rendering but it didn't work. I help explain my predicament here >>400686

>> No.400753

Alright I finished it for now, I'd like to post it but I can't figure this thing out.

>> No.400757
File: 961 KB, 960x540, n64.gif [View same] [iqdb] [saucenao] [google]
400757

>>400753
Damn I'm a retard, here it is guys. I'm out for now, see you later.

>> No.400758
File: 1.21 MB, 960x540, burger.gif [View same] [iqdb] [saucenao] [google]
400758

>>400757
This was my first time really exploring UV Mapping, let me know what you think.
Here are the fixed really bad first two pictures.

>> No.400759
File: 715 KB, 960x540, fries.gif [View same] [iqdb] [saucenao] [google]
400759

>>400758
Alright I'm really going now, good luck with your guys' low poly modelling.

>> No.400810

jesus christ do you have brain damage?

>> No.400814
File: 30 KB, 480x640, its...itsbeautiful.jpg [View same] [iqdb] [saucenao] [google]
400814

>>400639
https://www.youtube.com/watch?v=z1DzZ7oShl4

>> No.400827

>>400810
>>400814
Calm down /3/ I told you they'd be crude.
Do you guys have any low poly creations?

>> No.400839

>>400650
>good texturing

Hey OP, don't know what 3D software you're using, but if you can change the color map interpolation you can get rid of the shitty/blurry quality to your color maps (texture maps.)

Easiest but shittiest way to accomplish this (if only to see how it would look) is to open your texture maps in an image editor and scale the image up huge with "rescaling" options set to "lowest quality" or "no interpolation" or whatever option your image editor has.

In OpenGL the relevant option FWIW is GL_NEAREST or one of its cousins.

>>400651
wow you made this? that's really good man. post more!

>> No.400838
File: 48 KB, 560x220, 1386105442409.jpg [View same] [iqdb] [saucenao] [google]
400838

>>400661
A Link Between Worlds already does this.

>> No.400841

>>400684
>>400686
>>400746

Oh I see this was already covered. Ignore >>400839

>>400838
That is not orthographic projection.

>> No.401033
File: 672 KB, 1200x1200, AXE2.jpg [View same] [iqdb] [saucenao] [google]
401033

>> No.401034
File: 1013 KB, 1600x1600, Dynamic.jpg [View same] [iqdb] [saucenao] [google]
401034

>> No.401042

>>400646
Transparency is in a different map than texture, isn't it?

>> No.401122

>>401042
I just used the transparency from Photoshop and turned it in materials or textures.

>> No.401134

>>400758
THE SEAMS
Those big ugly lines crossing right through the middle of your object. You didn't get the UV coordinates right, so there are lines showing where the actual triangle goes beyond the edge of the texture.

Three options (out of many many more):

1) In whatever tool you use to do your UVs, move those vertices as close as you can get them to the edge of the pixels *without* going beyond the edge, or
2) Move the vertices exactly to the *middle* of a pixel on the texture. Since your texture is mirrored, you'll end up with the two mirrored halves of the pixel forming a whole pixel. Or,
3) Save your file in a text format like OBJ and edit the UV points to make them exact. This would actually be pretty reasonable to do on such a low-poly model. Go into the file and everywhere you see UV values like 0.995657, just change it to 1.000000, etc...

>> No.401135

>>401034
Very cool. Something is distracting about the cockpit, though. The purple/black fade just kind of washes out for some reason. Maybe put a light-colored border around it.

>> No.401137
File: 1.92 MB, 471x314, lean2.gif [View same] [iqdb] [saucenao] [google]
401137

>>400838

>> No.402488

Here's a little knight guy I made when I was feeling a little down. Fucked up the feet, gonna work on it a bit more.

>> No.402490
File: 53 KB, 960x540, 0001.png [View same] [iqdb] [saucenao] [google]
402490

>>402488
Woops

>> No.402537

Is there any ebooks or videos that teach how to make low poly assets for games?

>> No.402654

>>400650
This is some Parappa the Rappa type shit right here. Can you give me a run-down on how to do just about everything you did in this one and this one? >>400639 I have little to No experience in 3D, but I want to be able to do it myself without relying on someone else and wasting money.

>> No.402657

>>402654
What do you want to know specifically? I can tell you the steps I took to break down what I did.

I made the model (in both of those examples, it's pretty easy, just know your basics like e [extrude], s [scale], mirror modifier in the tool section on the right menu etc.) Make the model with triangles in mind, try to make as little vertices as possible. Just make the basic shape of the object, and fill in the details in the texture.
I unwrapped my object, and exported the UV map then made a 64x64 texture in photoshop/paint using the exported .png file. To mirror a texture, overlap the UV mapping for the appropriate areas. I think the mapping is the hardest part, here's the tutorial I used. http://www.youtube.com/watch?v=vB79dZHp-vA To make a transparent texture, make sure you turn on transparency in the materials setting, use photoshop or gimp to make transparent textures. To get the blurriness in the texture to go away read >>400686