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/3/ - 3DCG


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File: 319 KB, 1047x1018, male_muscles.jpgFF8D65A8-A30C-4E4D-B412-3B808AB1D9D2Zoom.jpg [View same] [iqdb] [saucenao] [google]
725023 No.725023 [Reply] [Original]

I see all these annoying sculpting tutorials for sculptris, mudbox, or Zbursh and it makes me mad. The sculptards have taken over the the tutorial section of any website. Plus sculpts don't animate that well. They need to have their topology corrected.

But enough of that whining. Does anyone still low poly models characters like an OG? Around the 4k-10k tri region.

>> No.725026
File: 50 KB, 500x585, 1548830533042.jpg [View same] [iqdb] [saucenao] [google]
725026

>>725023
>I see all these annoying sculpting tutorials for sculptris, mudbox, or Zbursh and it makes me mad.
Yeah it makes you mad that you can't achieve the level of detail a sculptor can produce.

>> No.725028
File: 736 KB, 1200x6576, jack-ming-0021gghqgy6ow4p97mp1d.jpg [View same] [iqdb] [saucenao] [google]
725028

>>725023

It's still often done for models that will only use diffuse/color textures, such as for mobile, indie, or Asian MMO / Dynasty warriors 'esk games.

>> No.725036

>>725028
>'esk
it's -esque, you fucking mandril

>> No.725038
File: 194 KB, 800x600, 1551071993768.png [View same] [iqdb] [saucenao] [google]
725038

>>725023
>4k-10k tri
>low poly
are you retarded?

>> No.725059
File: 25 KB, 300x147, NetworkTopologies.png [View same] [iqdb] [saucenao] [google]
725059

>>725023
Topologylets would prefer to sculpt a few million tris for 8 hours, bake them into a texture and retopo, rather than learn some topology, volume and gesture.

>> No.725065

>>725059
That's not an illustration of topology as we use it. Are you a spy?

>> No.725069

>>725065
Take your meds, anon. It's one of the first images on google when you type "topology".

Also
>That's not an illustration of topology as we use it.
you're wrong, meshes are a type of topology

>> No.725074

>>725038
was that image made by a feminist?

>> No.725087

>>725026

This. It's all jealously with these people. Why bother learning about hand anatomy when I can just make a paddle they say.

>> No.725088

>>725023
Society as a whole is in decline, that touches all fields, even 3D.

>> No.725094

Low poly is <500 triangles. Anything more is zoomer shit

>> No.725104
File: 2.53 MB, 368x349, 1483751879888.gif [View same] [iqdb] [saucenao] [google]
725104

>>725036
sorry, did you mean mandrill?

>> No.725440

>>725069

That is about computer networks. Not 3d modelling.

>> No.725492
File: 291 KB, 900x341, steedquakecon1.jpg [View same] [iqdb] [saucenao] [google]
725492

>>725074
>he doesn't know Paul Steed

>> No.725853

>>725059
Really depends on what you wanna model. People still model hardsurface with proper topo.

>> No.725860
File: 206 KB, 220x197, tenor.gif [View same] [iqdb] [saucenao] [google]
725860

can someone break this down bit by bit im new to blender zbrush etc i just came from the donut tutorials i might be kinda retarded

>> No.725927

>>725028
God I fucking love the pixely low-resolution texture aesthethic.

>> No.725932

>>725023
the only real model is low poly model

>> No.726084
File: 12 KB, 139x184, gun.jpg [View same] [iqdb] [saucenao] [google]
726084

>>725059
>>725440
Caught red handed huh

>> No.726715

Wait so what is better if i want to do low poly characters? It's for isometric game with graphics like Underrail but with 3d models(Idk how they did the graphics in that game but i mean qualitywise). Should i do low poly base or sculpt and retopo? I already did some low poly models that suck hard but i wanted to learn texturing maybe it will fix the character to the point it's good enough.

>> No.726721

>>725026
Posts like OP pisses me off.

I like low poly modeling cause of the minimalism and diorama feel it produces. I dont have it out for sculptors.

Fuck off OP.

>> No.726773

>>725440
>>725059
keked

>> No.726989
File: 14 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google]
726989

>>725023
sculpting has been the standard since ~2002-3 and for good reason
it allows for cleaner topology that can be shared for the highres and the lowres model and texture artists don't have to paint in every little detail into bump maps

however I do have a love for traditional subdiv character modelling and it is a nightmare trying to find good tutorials for it out there
these are the two I've found that are alright
https://www.3dm3.com/tutorials/maya/character/
http://tomcapizzi.com/tutorials/mayaMastersWeb/mayaMastersWeb.html

>> No.727011

>>726989
>it allows for cleaner topology that can be shared for the highres and the lowres model and texture artists don't have to paint in every little detail into bump maps

Actually we are back to painting in fine details, not really sure it ever really stopped to be honest. Zbrush just does not handle multi-tile UDIM displacement nearly as elegantly as Mari. https://www.youtube.com/watch?v=mfCutmd-2w0

>> No.727013

>>727011
UDIM's are used for movies, not video games

>> No.727022

>>727013
games usually lag behind but eventually adopt movie tech a few years after they're standardized. I could see UDIMs being in games within a few years desu.

>> No.727034

>>727022
aren't UDIMs just using UV tiles instead of UV channels?

>> No.727129
File: 1.65 MB, 200x150, 1462715807516.gif [View same] [iqdb] [saucenao] [google]
727129

>>725059
>>725069
>>725440

>> No.727159

>>725094
>triangles
epic

>> No.727179

>>725094
psp games have models up to 1k. Nah man.

>> No.727542

>>727159
>measuring polycount in 'polys'
NGMI

>> No.727551

>>725023
Arcsys' modeling presentation from last december mentions they do.

>> No.727566

>>725023
Imagine being so poor you can't afford a $30 drawing tablet. I could make a guess what is the software of choice for OP, but you already know it.

>> No.727622

>>727566
>I could make a guess what is the software of choice for OP, but you already know it.
Honestly, I feel like poor people are more likely to just pirate than to actually bother with something that's actually free.
Stealing is all they know.

>> No.727632

>>727551
Got a link?

>> No.727826

>>727632
https://twitter.com/mqdl/status/1228197899374186498
https://twitter.com/mqdl/status/1228198518361182208
It's in japanese, mind you

>> No.727976

>>727826
thanks anon

>> No.727980

>>725492
Steed by name, Steed by nature.

>> No.727981

>>727159
Quads and ngons are an abstraction. Only triangles are real.

>> No.728047

>>727981
Triangles are abstractions. Only vertices are real.

>> No.728048

>>728047
Vertices are abstractions. Only vectors are real.

>> No.728054

>>728048
Vectors are only abstractions, only scalars are real.

>> No.728067

>>728054
Real scalars are only abstractions, only natural numbers exist

>> No.728083

>>725023
it doesn't matter, OP. AI and Machine Learning will get to the point that they will model anything you want with only a 2D image or photo. Sculptshitters and (You) are going to be deprecated in the short future.

>> No.728092

>>728067
Natural numbers are only abstractions based on succession and finite induction, only the number 1 exists

>> No.729852

>>725440
graphs = topology you mathlet. 3D meshes are just graphs

>> No.729854

>>725088
>sculpting is a decline
How do I know that you don't draw.

>> No.730370
File: 45 KB, 631x459, 1368499883223.jpg [View same] [iqdb] [saucenao] [google]
730370

>>725023
I do good ol' box-modeling almost daily.
Usually my budget's < 1000 tris though.

>> No.730415

sculptards must be gassed

>> No.730417
File: 149 KB, 412x474, Eyes.png [View same] [iqdb] [saucenao] [google]
730417

Is there a market for low poly porn? I'm working on a sexy ghost lady

>> No.730419

>>730415
Bruh sculpting is cool beans, I use it to make cool landscapes. Don't be a retard.

>> No.730433

>>725023
>4-10k
Literally Daz models lol
That's not low poly

>> No.730448

>>725023
>Does anyone still low poly models characters like an OG?

'OG's' who did that back in the day was top tier artists anon. Things looked like that in games back then not because we thought it had
any inherent artistic merit and looked cool, but because that was the best we could do with the available polygons.

As polycount increased and we got normalmaps that could bake in per pixel detail we where increasingly free to create things that approached the limits of our imagination.
Which is a good thing to 'OG' artists.

Going back to model lo-fi models like that today prob only only appeal to a small minority that see nostalgic value in it.
The occasional hackjob who actually perform at their absolute limit as artists working with a box.
Indie studious that pursue the look because it's less labor intensive.

People on this board who praise PSX, N64 era graphics and talk about 'soul' in crappy 90's renders and so fort
prob do so because they lack the drive and ability to pursue the contemporary levels of artistry.

>> No.730500
File: 39 KB, 1200x1200, misty-nude-from-pokemon-01.jpg [View same] [iqdb] [saucenao] [google]
730500

>>730417
A lot of people don't know what they want until you show them.

I think you can do it if you find the right aesthetic. Its a different kind of dirt compared to realistic stuff.

>> No.730502

>>730500
sauce.

>> No.730523
File: 291 KB, 833x536, test.png [View same] [iqdb] [saucenao] [google]
730523

>>730500

>> No.730530

Ok, so let me get this right.

FIrst, you make a HQ model. Then you make a low poli model and place the textures over it and pray to god it looks good?

https://twitter.com/andmish/status/1242808263453917186

>> No.730811

>>730417
post more pls

>> No.730812

>>730523
gallery? i like it and think its cool. i get the appeal.

>> No.730838

>>730811
I'm slowly working up to making a test animation so I'll post that when I'm finished with it

>>730812
I'm glad, don't have a gallery though.

>> No.730869

>>730448
whoa, cool your jets. you had me until that really wild last part where you sprayed everyone with it

i think most of that soul shit is probably nostalgia and even if they can see through it the completed work is art and they see something in it. you didn't have to get mean. it is all collaborative art in the end. so what if it means something to people

you said so yourself. those models were the best you could do with the available polygons.

>> No.730879

>>730523
Looks good, I think her waist proportions could be better tho, but good.

>> No.730982
File: 181 KB, 800x600, GLA_Tech_ECAT1.jpg [View same] [iqdb] [saucenao] [google]
730982

What if the only reason why someone makes low poly models is because they're making a mod for a game where everything is already low poly?

>> No.730986

>>730869
Didn't want to get all mean spirited anon. Just wanted to dispel this notion that we who worked on stuff like that back in the day
saw the style we used back then as anything but a compromise between conceptart vision and what was artistically possible to achieve.
We where not disabling technological features and hunting 'soul' we where pushing against boundaries.

The best examples from back then are charming because they achieve so very much with so very little, they come from a very different creative mindset
than someone sitting down in 2020 and attempting to mimic that style with modern tools because it seems more attainable.

The whole "so much soul" crowd on this board that keep making that same thread asking how to render like it was the early 90's are much like
if someone sat down in the PSX era and started complaining about 16bit color and complicated polygons.
And then proceeded to ask what simpler 'less bloated' software was actually used for drawing soulful Atari pixels in the glory days of the 1970's.

>> No.731043

>>730982
Or they are making mobile shit.

>> No.731295
File: 599 KB, 712x896, ride.png [View same] [iqdb] [saucenao] [google]
731295

>>730523

>> No.731306

>>731295
how did you make the textures?They have a convincing ps1 look.

>> No.731322

>>730986
>they come from a very different creative mindset than someone sitting down in 2020 and attempting to mimic that style
so what? do you expect writers to stop stylizing their prose because it proceeds from a "different mindset" to choose to write a certain way than it would if you knew of no other way to write? why do you believe that "being intentional" is somehow a failing?

and what's wrong with liking atari games?

>> No.731336

>>731322
>why do you believe that "being intentional" is somehow a failing?

For similar reason as fiction created by people who consume a lot of fiction becomes hopelessly derivative.
The original works they aspire towards where made by artisans and storytellers who brought everything they had to the table to create those original works.
Their inspiration and ideas originate outside of any sort of 'fandom' and they're exploring and furthering the art, not replicating the already established.

The people who set out to deliberately mimic the best art of a simpler time are not this generations 'tip of the spear' artisans as the creators that made the original work.
They're essentially fanbois who've set the bar at a level that doesn't scare them.


> what's wrong with liking atari games?

Being a hipster who exhibit a high dose of reactionary intellectual dishonesty.
If you're experiencing excessive nostalgia you're essentially stuck trying to reach a destination that no longer exist.

>> No.731346

>>731336
>Their inspiration and ideas originate outside of any sort of 'fandom'
well now you're just being comically uninformed about a different field. the entire canon of western literature was written by people who were extremely well-read "fanboys" of older classics and who consciously sought to emulate them. shakespeare obsessively read british historical chronicles and plutarch, the divine comedy is an enormous collection of greco-roman references with virgil as a major character, everyone from goethe to shelly to o'neill wrote their own derivations of ancient greek plays, the most celebrated novel of the 20th century is patterned after the odyssey and so on and so forth. probably the most influential work ever in the english language, the king james translation of the bible, was intentionally written in an idiom that was already archaic at the time, which according to your weird theory of literary value should have rendered it worthless. were those authors not the "tip of the spear"? were they just "setting the bar low" when they took on aeschylus or fucking homer?

it seems to me like you have yourself never poked your nose out of boring-ass nerd fandom and that's why your notions of artistic influence are so blatantly out of touch with reality. you can tell that a crap fantasy novel is imitating tolkien, but not what tolkien himself is imitating, so you don't see that he has in fact exactly "set out to deliberately mimic the best art of a simpler time".

>you're essentially stuck trying to reach a destination that no longer exist.
what's wrong with trying to reach a destination that doesn't exist? sounds like a fairly succinct definition of art as a pursuit. proust told you that's what he was doing right in the title! so what's wrong with proust?

>> No.731348

>>725038
Where's that chick from anyway. I see that model every now and then on this board

>> No.731361

>>731348
Diddy kong racing

>> No.731368

>>731348
riven: a sequel to myst

>> No.731377

>>731348
It's the Hunter model from Quake 3 Arena, based on the style of Frank Frazetta paintings.

>> No.731379
File: 78 KB, 400x511, rb1046-art-of-simon-bisley.jpg [View same] [iqdb] [saucenao] [google]
731379

>>731377
>based on the style of Frank Frazetta paintings.

>> No.731380

>>731379
Bisley's stylle was massively influenced by Frazetta.

>> No.731383
File: 31 KB, 425x377, 27fef7ecfd6b3653d17f597b27a98ce873e230d7a65ea1ccbb10a5c4d273fc78.jpg [View same] [iqdb] [saucenao] [google]
731383

>>731380
oh ok then. by the way, this is a picture of flash gordon.

>> No.731386

>>731383
nice, eat a dick

>> No.731393

>>731306
Working at a low resolution without any texture filtering.

>> No.731398
File: 110 KB, 400x300, risky_poultry.gif [View same] [iqdb] [saucenao] [google]
731398

>>725023
back then it was a technical necessity, now it's a stylistic choice that gets overdone especially by indie devs but few get it right. pic unrelated.

>> No.731435

im working on a model right now in blender, and have a few small holes from deleting faces. How do I fill the hole?
Do I just add new vertices somehow and then filll those?

>> No.731460

>>731346
>All of western history history was made by fanbois who all decided Aristotle was the end of science
>medieval scholasticism held back western development for over a thousand years.

Yes exactly, and then came a thing called 'the renaissance'.

>the king james bible is of worthless literary value.

Agreed, it's ideas belongs on the graveyard of history.
It's valuable contributions to western thinking could all be condensed to a fortune cookie reading that says "don't be a dick to others".

>it seems to me like you have yourself never poked your nose out of boring-ass nerd fandom

The things I'm a fan of are too limited anon, if I didn't poke outside of my fandoms I would have nothing to do.
You can only watch first robocop film so many times :(

>what's wrong with trying to reach a destination that doesn't exist?

Because your actions doesn't make any sense if the reward you seek is not real.
Perhaps you wont be flying an aircraft into a tall building if you understand you ain't gonna fuck virgins forever in the afterlife.

>> No.731470

>>731435
seems like the easiest thing ive found so far to to extrude new vertices and then use alt m to merge. Or to click a group of vertices and press f for face. is this the correct way to fill a hole in a mesh that is simply just one or two missing faces?

>> No.731595

>>731460
>Yes exactly, and then came a thing called 'the renaissance'.
the renaissance, as the name implies, was an intentional revival of dead artistic styles, ie the exact thing you've been arguing against this whole time. why are you suddenly doing a complete 180 on the topic of imitating old art?

oh wait, i read the rest of your post. you were trying to say "the enlightenment" and got confused. you're legit too dumb to even be a meme atheist because you can't remember what the things you're supposed to be for and against are even called. i got duped into arguing with a child again.

>> No.731605

>>731595
No I mean what I said: then came the renaissance. You obv like to put your knowledge on a pedestal and talk down to people and show off just how well read you are.
If you rack your brain you'll remember how it was the renaissance humanists that first brought about the scientific revolution during the period we call the renaissance.
The enlightenment is the period in history that follows when these ideas are then diffused into society at large.

There is no need to be a dick just because you think you're superior to others anon, and you'll save yourself the embarrassment whenever you're mistaken.

>> No.731608

>>731435
blender don't have stitch tool?

>> No.731619

>>730370
>box-modeling
>box-modeling wall-e eve
Anon I.

You model her parenthetically not box model.

>> No.731620
File: 102 KB, 900x807, wip1.jpg [View same] [iqdb] [saucenao] [google]
731620

just made this slut some outfit (wip)
so polycount jumped from ~600 to 1400 (full body + dress)
really hate when it goes above 1k, probably gonna chip away some, fake meshes with textures more, etc

>> No.731635

>>731605
dude, you're the one that came into this thread to lecture people on what they should and shouldn't do. you're the dick telling people that liking the atari is delusional, like being an islamic terrorist (???). you're the one that made claims about the history of literature. don't get mad at having your bluffs called.

what i wrote before is correct, you wanted to say "the scientific revolution" but confused it with the renaissance. those are not synonyms. because of the confusion, you ended up supplying another counterargument to your own views. the renaissance should have been, according to everything you wrote before, a catastrophic setback for europe: whole generations of artists "out to deliberately mimic the best art of [antiquity]", and therefore "trying to reach a destination that no longer exists", an "action that doesn't make any sense", just like killing yourself in a terrorist attack. an europe full of artistic suicide bombers, exploding all over the ceiling of the sistine chapel.

so, was the renaissance a horrible mistake, or is there actually nothing wrong with imitating old masters? are you going to answer, or try to change the subject once again to save face?

>> No.731672

>>731620
Nice work! She's very cute

>> No.731689

>>731635
What you wrote was not correct, what you write now attempting to backtrack it is not correct either anon
the scientific revolution indeed took place during the renaissance as a direct result of it.

>so, was the renaissance a horrible mistake, or is there actually nothing wrong with imitating old masters?

Do you understand how insane it is to liken nostalgia for you childhood videogames and copying those "old masters" to the fact
that humanity had been held back for more than thousand years by religous dogma, on the threat of execution if you questioned scripture?

If you draw megaman sprites people are gonna call you a hipster and question if you have any real skills, they're not gonna burn you at the stake.
The information you gleem from recreating clouds spiked haircut from final fantasy VII isn't gonna allow you to learn forbidden truths which
allow humanity to move past a thousand years of deception, just saying.

>> No.731709

>>731435
>>731435
HUH?
>from deleting faces
Why did you even delete these faces?
Select 2 edges and press F to create a face.
Alternatively simply take another object and merge with your mesh where the hole is however no guaranties(you created a messed up mesh there bro) since you messed up the mesh.

You can always try using the make manifold button in the 3D printing plugin.

>> No.731718

>>731689
>Do you understand how insane it is to liken nostalgia for you childhood videogames and copying those "old masters" to the fact that humanity had been held back for more than thousand years by religous dogma

you've now lost track of the conversation completely. this insanity you're pointing out is yours, not mine. you're the one saying liking the atari proceeds from the same mindset as religious terrorism and that making low poly models is like plunging the world into a dark age (or something - honestly i don't know what you were even trying to say with that one). these are the comparisons YOU introduced. read your own posts if you don't believe me.

what happened here is that you wrote that great writers never seek to emulate older authors, so i listed some great writers that obviously did. at this point you had the choice between admitting you were wrong or going insane, and you went insane. like, look at this:

>The information you gleem from recreating clouds spiked haircut from final fantasy VII isn't gonna allow you to learn forbidden truths which allow humanity to move past a thousand years of deception

what is this supposed to even mean? what do you think you are responding to? why do you keep referencing this reddit atheist meme about the dark ages? what does any of this have to do with goethe rewriting euripides or shakespeare reading plutarch?

to help clear up the confusion, please fill out the following quiz. "ulysses" by james joyce is inspired by the odyssey. this is:
a. good
b. bad
c. neutral

>> No.731719

>>731620
Needs some more cock, though.

>> No.731761

What happened is you pivoted into the absurd at the point where you likened the act of trying to understand the core concepts
of the art that have stood the test of time troughout the centuries to copy the fiction of the recent past.

Can't you see how you're on a mission to put an equal sign between Willian Shakespare studying the myths of the ancient world
and the storylines explored by a guy whom masturbated to 2D his whole life, that now starts drawing doujin of his favorite waifu
based on his vast knowledge of the japanese hichschool system.

>> No.731771

>>731709
if you see fucked up areas in your model you want to redo i feel like the easiest way to do it is to deleted faces and reconstruct those areas by extruding out vertices and creating faces

>> No.731804

>>731672
thanks!

>> No.731807 [DELETED] 

honest question:
why every faggot now goes for ps1 pixelated textures look?
i get when only 10 people doing it, and guess this is still better than flat basedtextures (no textures), but is it really that hard to learn how to draw?

>> No.731809

honest question:
why every fag now goes for ps1 pixelated textures look?
i get it when 10 people does it, and i guess thats still better than flat sóytextures (no textures), but is it that hard to learn how to draw?

>> No.731813

>>731809
one word: incompetence

>> No.731824
File: 3.37 MB, 1780x2152, standing.png [View same] [iqdb] [saucenao] [google]
731824

>> No.731827

>>731809
Back then it was a given technical limitation, now it's a stylist choice.

>> No.731899

>>731620
I can't place my finger on which, but the style reminds me of a gothic lolita dolls exposition I saw a long time ago.

>> No.731900
File: 488 KB, 1600x900, 52625-Parasite_Eve_II_(E)_(Disc_1)-1532534039.jpg [View same] [iqdb] [saucenao] [google]
731900

>>731809
I don't know about you anon, but PS1's 3D artists were nothing but wizards with the low poly budget they had. Sometimes I just pause the game and stare at the model to look at the details.

>> No.731908
File: 96 KB, 640x480, resup.png [View same] [iqdb] [saucenao] [google]
731908

>>731824
PS1 resolution

>> No.731910
File: 17 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google]
731910

>>731900
this texture is nice, detailed and not pixelated
anyway my point was about those who hides behind low resolution and flickering shaders for a quick payoff

>> No.731911

>>731910
>"Nobody tells me anything!"

>> No.731912

>>731910
You do realize what your emulator is doing, right?

>> No.731916

>>731908
how many polygns?

>> No.731920

>>731916
for the model with the dress: 1,600 tris currently. Plenty of areas where I could optimize further, and the upper torso is still there under the dress because I'm still playing around with the torn areas. I ended up spending more than I had to on the breasts and butt because it's meant to be for a pornographic horror game so they'll probably be seen close up.

>> No.731931

>>731920
>spending more than I had to on the breasts and butt
Ah, so already on the path of the japanese3D artist I see. I suggest taking pointers from Nier: Automata. Most of the polycount are centered on 2B's ass.

>> No.732080

>>731920
since youre going for a ps1 sort of look, how close are you following polycount and texture restriction? Does anyone here know anny general ballpark figures of what old models in the 90s and early 2000s used?

>> No.732083

>>725492
RIP

>> No.732357

>>732080
Aside from working at the resolution and keeping texture sizes low, poly count I'm keeping fairly low with some deviations for some extra definition because crazy ghost sex requires some extreme posing that needs to deform a bit more accurately than the minimum would allow for.

>> No.732446

>>732357
i think the concept is cool, keep sharing if you like. Are you doing loop cuts horizontally around the joints?

>> No.732447

>>731920
one other question though, the hair seems like its made with 2d textures which I have no experience with, are they just faces linked together? Its a noob question but I havent made anything flat yet

>> No.732914

>>732447
It's just a double sided material on 3d geometry, yeah.

>> No.733036

>>730417
yeah try setting up a patreon

>> No.733037

>>730417
set up a patreon also look to project melody for example you can maybe even motion capture the lowpoly model or maybe or make the ghost lady a brand by making lore or something to go a long with the porn, just be smart about it.

lowpoly porn sounds like something new an unique and an untapped market just be smart on how you capatalize and market it.

20% is making the thing 80% is marketing so people know it exists

>> No.733038
File: 119 KB, 480x349, ride.png [View same] [iqdb] [saucenao] [google]
733038

>>733037
>>733036
In the process of making a short game using Silent Hill/Resident Evil game mechanics as a reference point with it. If I can sell people on that I might do that for future projects.

>> No.733051

>>732914
so is it a chain of floating faces with bones through the middle? Stuff like this is a new concept to me because im new.

>> No.733055

>>733051
It's all good. Yeah, so I can somewhat animate the hair

>> No.733088

>>733038
I'd fap to that.
Spooky girls def get me going. Keep us posted anon.

>> No.733099
File: 37 KB, 996x1016, wip psx.png [View same] [iqdb] [saucenao] [google]
733099

>>725023

I am trying to make ps1-tier models for a game and honestly it's annoying how annoying uv mapping is for this sort of thing in Blender 2.8

>> No.733107

>>733099
How so? where are you having trouble?

>> No.733109

>>733088
>Spooky girls def get me going. Keep us posted anon.

Will do, and I'm the same. Maybe when I finish up this proof of concept I can get more people involved in some of the parts I'm not so good at like the sound, music, and coming up with the lore/writing.

>> No.733110

>>733107
more just relearning 2.8 for the uv editing when 'm more use to 2.79 and older. uv maps for low poly models was simpler with smart unwrapping and only needed a few adjustments usually, in addition to uv painting be a little easier to use for these things.

Uv mapping wasn't ever my strong suit, but it felt easier to unwrap and take over to gimp or photoshop before.

>> No.733125

>>733110
Gotcha, yeah it definitely takes some old UV modeling, but I find that the lower resolution and less faces makes it actually easier for me to hide seams.

>> No.733167
File: 97 KB, 1920x1080, miku.jpg [View same] [iqdb] [saucenao] [google]
733167

>>733038

i look forward to seeing what you come up with also keep in mind this example:

hatsune miku is mainly branding and marketing. there is nothing really special about her that makes her different from any other generic anime girl, she doesn't even have lore of any kind.

what made her so popular within the public conscious was effective marketing and the fact that she was a blank slate that anyone can put their own personality or spin on the character, that's why their are so many different contradicting hatsune miku au's made by fans.

good marketing will elevate your product to the next level even if it's nothing more than a vocaloid software and a generic anime girl mascot with a blank personality and lore. so make sure you really do a lot of research on marketing more than anything.

with your case the product is a game with a creepy/sexy ghost lady mascot, so learn to market it in the most effective way possible by reading books and tutorials and see what others have done to market their stuff who have succeeded

>> No.733168

>>733051
so to make a strand of hair, is it as simple as making one plane, and extruding it out in a row? Thats really cool. thanks. Would you mid posting a picture of the model so I can see it? Im not trying to copy you but Id like to learn how to apply that to something like a old flag or a solid snake bandana or whatever.

>> No.733338
File: 599 KB, 860x692, hair.png [View same] [iqdb] [saucenao] [google]
733338

>>733168
Yeah

>>733167
I'm not confident in the idea that a character from a porn game can ascend nearly as high as Hatsune Miku, but I understand the idea. Pretty much anything popular got that way because people got attached to the characters for one reason or another.

>> No.733339

>>730417
I think there is, I've been making some of my own but my stuff is super stylized. Honestly given how prevalent "nude code" hoaxes were for shit like tomb raider its not too surprising

>> No.733348
File: 176 KB, 960x1440, random.png [View same] [iqdb] [saucenao] [google]
733348

>>733339
>>733339
>given how prevalent "nude code" hoaxes were

You're totally right, that's definitely where it comes from. I think it would be cool to incorporate something like that for an easter egg but stuff like that is way down the line. I'm still building systems.

>> No.733433

>>725104
>>725036
great you're both retarded

>> No.733505

>>733338
god that is such a cool technique. Is there any specific options you need to select or set up to use textures with transparent sections?

>> No.733506

>>733348
>>733338
thats a really cool technique, is there any extra steps or set up you need to do to set textures with a transparancy like these?

>> No.733507
File: 106 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
733507

>>733506
>>733505
An Alpha channel

>> No.733510

>>733505
>>733506
....really dude?

>> No.733522

>>733510
>>733507
im new you fucking faggit un nnew yu fcking REEEEEEEEEEEEEEEEEEE

>> No.733875

>>725028
I'm the only one here that thinks this is NOT low poly?

>> No.733876

>>733875
yes.

>> No.733906

>>733875
You've got 1990's low-poly and then you've got mobile game low-poly.
That model probably sits around the ~3000 vertices count, whereas 90's-era models are around 500-1000.

>> No.733983
File: 121 KB, 640x480, 1577015961880.jpg [View same] [iqdb] [saucenao] [google]
733983

>>733906
of course, I stop considering them low poly when you can no longer easily distinguish the different polygons
an actual low poly model >

>> No.734035

>>731295
Render it in 4:3 at 240p and slap a subtle CRT over it. You’ll be famous in no time

>> No.734090

>>733983
I wish you lot would rename your art movement to something less confusing so we keep having this nonsense debate.

Traditionally 'lowpoly' is just opposed to 'highpoly'.

Before realtime 3D where even a thing they where one and the same where your subdivision zero was often refereed to as the 'lowpoly'
and your render version smoothed mesh, sometimes in the millions with displacement maps ontop (like T-Rex jurassic park) was the highpoly.

By people who have been in 3D, since potentially the 70's, Any model where every polygon is handplaced by an artist will be considered 'lowpoly'.
Even if it's in the hundreds of thousands range like it sometimes is in games today, because the 'highpoly' versions of that same model
you create to bake the normal maps from will be using several million polygons.

Because you see 100.000 is indeed a 'low' amount of 'polygons' (lowpoly) compared to 10.000.000 which is then a 'high' amount of polygons (highpoly).

>> No.734102
File: 66 KB, 600x696, flat,800x800,075,f.u1.jpg [View same] [iqdb] [saucenao] [google]
734102

>>734090
can we make a highpoly movement with just and obscene amount of unnecessary detail?

>> No.734106

>>734090
Finally, a sane person

>> No.734178

>>734090
>I wish you lot would rename your art movement

Me too, because I would love to be able to search for this kind of stuff specifically, but there's just no good term for it.

You could say '90s realtime' or '5th gen realtime', but then you're cutting out stuff like this >>725028 or >>730982.

>>730986
IMO, when people say 'soul', what they're actually saying is they're more impressed by creative use of limited resources than they are by orthodox use of limitless resources.

>> No.734195
File: 331 KB, 936x1436, 1573111002214.jpg [View same] [iqdb] [saucenao] [google]
734195

>>734178

>> No.734212

>>734195
>why is it that when technique is primitive everything is beautiful

Because as old as the dude is he has childish taste.

>and when technique is perfected almost everything is ugly

Prob because he's confusing 'perfected technique' with those who are still struggling their way thru the so called 'uncanny valley'.

> Technical perfection can only create boredom because it only reproduces nature.

If you find the natural world to be boring you're looking in the wrong places.
Also art that approaches technical perfection goes beyond merely reproducing nature, it extends nature depicting things that does not exist as if it did.

>Why the hell would anyone go to a movie when they can have the real thing?

Am I to believe this dude wakes up every day and it's all John Wick the matrix blowing up deathstars and saving Ryan the private from jaws?
For the most time you don't want 'the real thing' you want your mind to drift and experience scenarios that are alien to your everyday life.

>So imitating nature can only lead to the death of an art form

Meanwhile imitating nature is a staple feature of the most prolific and successful visual entertainment on the planet.

>> No.734213

>>734212
>Am I to believe this dude wakes up every day and it's all John Wick the matrix blowing up deathstars and saving Ryan the private from jaws?
it's like... I don't know... you are describing things that are not natural maybe?

>> No.734222

>>734212
imagine being this retarded.

>> No.734243
File: 22 KB, 319x400, 257eb2dbaeb2fd2e3245622a80d2b151.jpg [View same] [iqdb] [saucenao] [google]
734243

>>734195

>> No.734265

>>734195
ok boomer

>> No.735897

>>730370
How do you unwrap something like this?

>> No.736211

Where do you find artists that do ps1 style models?

>> No.736213

>>736211

In kindergarden

>> No.736215 [DELETED] 

>>736213
This post repudiates butthurt.

>> No.736217

>>736213
This post radiates butthurt

>> No.736279

>>725860
What exactly don't you understand? You don't know what poly count is?
We're just discussing about low-poly models. These usually have less than 5k

>> No.736320

>>725023
Yes, especially if you want to target a platfrom like the Dreamcast. It's actually MORE complicated to make a good low-poly mesh than a high-res one where you don't care about limitations. It's the 3D equivalent of pixel art.

>> No.736323

>>725026
I fucking hate the sculpting options. They ave their uses for small things like etching fur on an STL model for 3D printing. However meshes that use sculpting are unuseable for games so you need to model at two resolution and bake down the normal map from the high poly to the low poly mesh.
Now as I get older and modeled shit loads of stuff I begin to appreciate honest low-poly modeling.

>> No.736367

I box Model all the time, but never for characters. up until the last few years, most mobile assets were built this way. back when we were building 250-500k characters, everything was modeled this way due to the technology we had and the reality that every vertex mattered. Every edge influenced by the rig in critical ways. Now, models are Sculpted and retopped at Thousands of polys. I think if I were to build another Model like that I'd sculpt it anyways. just so nice to get the form down perfectly first.

>> No.736375

Why is it that modern low poly animations look off compared to old low poly animations made when it wasn't just an aesthetic preference?
I've never made any 3D anything but I've been taking some interest in making some animations lately.

>> No.736392

>>736375
a lot of old low poly wasn't done using modern skeleton rigs

>> No.736402

>>736375
What the previous post said. No modern rigs with skeletons, mostly vertex animation.

>> No.736506

>>736392
>>736402
I was thinking more of why they look so clean and soulless but what are some examples of vertex animation? Crash and Spyro cutscenes?
I was checking cutscenes for Resident Evil 2, Harry Potter, Virtua Fighter 2, and Fear Effect 2 to remember what more of it looked because I kept thinking of Money For Nothing when it came to low poly animation, and those move as if they were rigged.

>> No.736525

>>735897
very carefully.

>> No.736527

>>734090
>I wish you lot would rename your art movement to something less confusing
nah, that's your problem. your technical defintion of lowpoly is relevant only to the tiny minority that actually produces 3d content, whereas "lowpoly" as a description of a style is relevant to the consuming masses, so it will obviously win out in terms of real-world usage - or rather it already has. you're just going to have to swallow your autism and accept that the same word can mean different things in different contexts.

>> No.736529

>>736506
>examples of vertex animation
Quake 1
The model animations look jerky because the vertices snap to a rather rough grid(128? 256? experts, correct me if I'm wrong)

>> No.736530

>>736392
>>736402
that's not really true, skeletal animation was the norm even back then, just not in-engine. they'd animate with skeletal rigs but export it as vertex morphs that the engine would then interpolate.

>> No.736534

>>736530
Yeah but technically right. Back then you might setup your animation with normal bones or biped, but the games had no direct access to the rigs, just baked animations/morphs.

>> No.736572

>>736279
not him but in a similar state as this tard. Are low poly models typically only made through loop cuts and extrusion? Or are sub division modifiers ever used? I feel like making any low poly model, if i ever use a subdivison modifier it instantly fucks it up and cranks it to like 10k, so im wondering if it has any place at all here or not.

>> No.736671

>>730370
what's your workflow??

>> No.736672

>>730417
she looks like she has pinkeye

>> No.736986

>>726989
subdiv was a pain in the ass especially modelling cad shit like 5 steps ahead without a concise ctrl-z to undo. i.e. prodesktop but i found wings3d fantastic and both programs pretty fun to use

>> No.737022

>>728092
Number 1 is only an abstraction, nothingness is the foundation of reality, only 0 exists

>> No.737139

>>736323
There's plenty of sculpting options.
What you're describing is retopology, and it's not just used for games.
You're always going to decimate your mesh to reduce the amount of vertices on your mesh so it becomes useable.

>> No.737143

>>736506
Crash bandicoot is almost entirely vertex animations. Interestingly, he's also got next to no textures.

>> No.737145

>>731809
I'm nostalgic for my Nintendo DS games.

>> No.737156

>>737143
>Interestingly, he's also got next to no textures.

That's the same for all of the animated meshes in Crash. Texture memory is almost entirely for the levels themselves, contributing to the game looking markedly more detailed than pretty much anything else released on the system at the time.

>> No.737261

>>731824
How to make something like this? I'm new so I have no specifics to ask

>> No.737301

>>731672
She's a slut anon, don't call her cute.

>> No.737509

>>737261
use a computer

>> No.737514
File: 215 KB, 159x120, lowpoly_piranha.gif [View same] [iqdb] [saucenao] [google]
737514

>>731809
you're making no sense, retard. why would drawing at low resolutions not require learning how to draw?

>> No.737571

>>737509
You see, you think you're funny but you're not, I'll drill your teeth until you die

>> No.737573

>>737509
But sure go ahead with your low poly porn, there's not even a market for that and only the hair looks good

>> No.737576

>>737573
>please help me imitate what you do please sir please
>pfft i never even liked that thing i was begging you to help me imitate
i'm not even the ghost lady guy but boy are you obviously underage

>> No.737577

>>737509
YOURE PATHETIC MAMMAL SCUM i'll eat your face YOU ARE TRASH KIDDO, I'M THE DESTROYER OF THREADS AND I'LL BEAT YOU >>737576

>> No.737580

>>737576
HAHAHAHHAHAHAHHAHAHAHAHAH YOU GOT BTFO MAMMAL, HAAHHAHAHAHAHHA

>> No.737592

>>737576
>NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO MY GHOST LADY SHITTY RENDER DON'T YOU SEE THIS IS APEX 3D
SHUT THE FUCK UP, REDDIT

>> No.737597

>>737509
I'll have you know, it didn't look as good as I first though, so you know, for shame, it wasn't a quality product, a bad product, very bad model, bad content.

>> No.737605

>>737509
you're talking to a schizophrenic tranny from el salvador

>> No.737606

>>737605
la cope

>> No.737624

anyone know any good low poly tutorials for scenery? please share. Also, a question. Im making a tree, if i select merge to center in blender, does this leave only one vertice at the top? or are there 6 that are overlapping?

>> No.737630
File: 988 KB, 2080x886, merge at cnter.png [View same] [iqdb] [saucenao] [google]
737630

>>737624

>> No.737631

>>737630
>>737624
>>737509
HAHAAHAHAHAHAHAHAH SURE GO AHEAD
>THE LOW POLY GHOST LADY LAAAAAAAAAAAAAAAAAAAAADS
AHAHAHHAHAHA

>> No.737745

Help a retard out. I've never made anything 3D.
Let's say I already have my low poly anime girl model and now I want to animate it using vertex animation to get that ps1 character feel. What would I be moving? Groups of polygons?

>> No.738601

>>737745
you'd be moving vertices.
got an example of the ps1 character feel?

>> No.738680

>>737509
based

>> No.738829
File: 1.29 MB, 512x512, AuroraToon.gif [View same] [iqdb] [saucenao] [google]
738829

I still like making lowpoly models. Im just a beginner though and im not so good with lighting ;-;

>> No.738830
File: 2.83 MB, 512x512, ezgif-1-0c24bb219566.gif [View same] [iqdb] [saucenao] [google]
738830

I wanna make lewd animations in this style but i feel like low poly is such innocent medium that it may ruin the feel of the overall piece Q~Q

>> No.738831

>>738830
I am making low poly goblin lewds, and I am proud of it.

>> No.738835

>>738831
oooo plz share! i love seeing other peoples work. it helps me get ideas for myself :D

>> No.738838

>>738830
You know about Poke Abby, no? Not low poly, but it's cartooney, and in my opinion it works very well.

>> No.738840

>>738838
omg it looks so adorable! im falling in love with the style. thnx for sharing this with me

>> No.738853

For anyone making lewds, what would a low poly vagina look like?

>> No.738870
File: 160 KB, 533x558, Screenshot.png [View same] [iqdb] [saucenao] [google]
738870

>>738835
Here anon, have the -pose because she is still not rigged.

>>738853
It depends on how low poly you want to go, what style are you going to go with. What the model is for and so on.
Even a complete flat plane with hand painted texture can make it work.

>> No.738907

>>738601
Spider-man game cutscenes
https://www.youtube.com/watch?v=JSQicoJAMdg
Fear Effect 2
https://www.youtube.com/watch?v=41d3STgXjqk
and Digimon World
https://www.youtube.com/watch?v=O32jzs0EWZM

I know they have different looks to their animation but those were what I remembered when thinking of it. Also Crash but I think its animation is kind of its own unique thing.

>> No.738971

>>738870
Want to make my own lewd comic. I wanted to make it realistic but it doesn't seem possible right now. Is there a tutorial or a video that can help. Beginner right now.

>> No.738976

>>738971
Can you name any 3d comics you liked, and became successful?
I think you want to learn how to draw instead.
If you want to make basic 3d models to use as references for your drawings, fine
but if you think you can jump into 3d to make a comic, because you are under the impression it is easier/faster to producing results on level of 2d art, then you are mistaken.

>> No.738993
File: 660 KB, 1622x988, arwing texture.png [View same] [iqdb] [saucenao] [google]
738993

looking at some n64 models to study how the pros did low poly art. How did they make these textures? What sorts of programs were they using? I cant figure out in blender how to display the size of a texture, but these seem really small, and im curious how hey had such fine control in tiny areas like this did they make the texture first and then put it on the arwing? Or did they draw it onto the model?

>> No.738996

>>738993
dunno about n64 games, but here's a fairly detailed article about quake 2, from roughly the same era. they did paint directly on the geometry, using a custom tool carmack wrote.

https://dondeq2.com/2019/07/26/the-art-of-quake-2-by-paul-steed/

>> No.738997

>>738993
Earlier versions of Photoshop were the standard at the time. Tools like Matador or Eclipse for the more wealthy SGI operators.

Any modern painting application is capable of reproducing this.

>> No.739005

>>738993
Before you learn about texturing you want to learn about UV mapping.

>> No.739008

>>739005
>>738997
>>738996
thanks guys. im really new and only have a month of blender experience so all of these basic concepts are still pretty alien to me. Id like to be able to make authentic looking low poly stuff like this, so any real direction or advice you can give me would be incredibly valuable, and would save me a lot of time is my guess. if early versions of photoshop were used to make low resolution textures im sure something like gimp or even paint would work, but im impressed with the amount of control they obviously had working at such a small scale, thats whats really impressive and also confusing to me.

>> No.739010

>>738976
There is no mistake. I may have months or years to go which means I need somewhere to start. Creating low poly characters with the intention of making comics or animation, is a start. Wouldn't you say? Where would you start knowing what you know now? Also I cannot think of any successful 3d comics, so unfortunately that means I'm going blind.

>> No.739015

>>738996
some questions i have about the article, it sounds like they were creating a lot of the textures based on a design document, meaning they made the textures first for a lot of things, and then made the objects later. at least that is the impression i have for a lot of the environment art textures.

How did they do that? A lot of the textures in older games are such low res they dont really look like anything until you drape them over an object, so that is impressive to me but also confusing how they were able to do that. A lot of older textures sort of have that effect where unless you squint or look at that from far away they really dont look like anything at all, and its more contextual and what the textures are on top of, that tells you what the texture is supposed to be. am i misunderstading? Or were they really making blurry textures first and then stretching them across the models after? I dont know what resolutions they were working at so maybe it isnt as bad as i imagine it.

>> No.739018

>>739010
It's good to have a goal in your mind, and if you really want to make comics, then I advice you to learn to draw instead.

If you want to make low poly animations, then study low poly and animation.
Don't attempt to use 3d as some shortcut to get 2d results, because it just doesn't work like that, and it is common misconception.

Don't spend time learning mediums that don't get you closer to achieving your goals.

>> No.739020
File: 28 KB, 292x192, Screenshot from 2020-05-06 18-05-41.png [View same] [iqdb] [saucenao] [google]
739020

>>739015
You need to learn about UV mapping to understand how textures are wrapped on 3d polygons.
Pic related is an early iteration of my goblin model's body before I decided to go with the current style.

Guess the resolution of my texture.
Answer: It's 1 pixel width by 64 pixels high.
I could fit a whole game in that style on one 64 by 64 texture

So don't stress over texture resolutions. Study UV mapping

>> No.739021

>>739015
it's a consequence of the way they divided labor. a level artist would be building corridors out of 3d primitives in the editor and he'd need textures to tile the walls with. these would not need to represent anything very specific - in fact they shouldn't, since they'd get tiled all over the place - but rather just suggest an appropriate type of surface, in this case grungy industrial shit, which is very doable at 64x64 or whatever. the specific assets like characters or guns would still get done the way you'd expect - modeled first and then textured individually.

>> No.739044

>>739020
im thinking about signing up to cg cookie to try and nail the fundamentals of modeling before tackling UV mapping and textures, idk if im over comlicating it by ordering it that way though. Does CG cookie or any other websites have good courses for low poly? I started out with the donut tutorial i bender and while it was fun it didnt have any real crossover to what im trying to do because it was so high poly, and most likely was using a lot of modifiers you never would touch in low poly like sub division and the like.

thanks for the insight anon. i really appreciate it. why so thin and high? Is it just a line of 64 colors you are sampling and distributions across the model?
>>739021
thanks for the clarification. i really find the style of those old shooters charming and magical in a way, extremely atmospheric and almost otherwordly, so its interesting to get to hear about that. I really wonder how people go about making abstract textures like that which dont represent anything and only imply. Do you just squint and experiments with random placements of shapes and color just to see what sticks?

>> No.739092

>>739018
2d was not even involved. Where did that even come up? Animation is understood, what I don't have is the expertise that come from experience which I could have if there was a place for me to start.

>> No.739103

>>739092
the whole "making comics" part

>>739044
the doughnut "tutorial" is to just show you the very basics of using the software. Shit like hot to select parts of a mesh. It is not to teach you anything, but to give you a starting point in familiarizing yourself with a software.
If you like CG cookie content, then go through their videos on youtube first.
Good courses are the ones that give you general knowledge in topics you are interested in that are not tied to specific software.

>> No.739122

>>739103
cgcookie has youtube videos? I hadnt known. I just had heard it was a good place to learn from. Ive been posting around here for peoples opinion on it, because i need a structured learning plan to make progress at the speed i want. I know if i fuck about on youtube that in a few years i can learn a lot, but i would rather pay a little bit to learn faster, especially being stuck at home during this quarantine. I want to learn something new every daya nd frankly i dont think i can do that consistantly using youtube hoping to find something of high quality.

>> No.739249

>>739103
3d comics will be my gateway to cg animation. Which is why I want to make as accurate a low poly model as possible.

>>739122
Yes cg cookie has a youtube
https://m.youtube.com/user/blendercookie

>> No.739283

>>739249
>accurate a low poly model
I don't know what you mean by that. The old low poly models were made in the way they were made because of limitations. If you want to make comics or animation, then you don't have those limitations. You can try to recreate the esthetic of the style, but there is no need for you to worry about e.g. what size textures you need to use, as long as you create results that look the way you want.

bottom line is: it's results that matter, not how you get them. Don't spend time optimizing models for old video games, when you want to use them for still images.

>> No.739373

>>739283
Accurate anatomy for a female in low poly form. Has anyone attempted making a vagina in low poly before?

>> No.739427

>>739373
can you see it? >>738870

>> No.739632

>>739427
Not that well. I didn't enlarge the picture before sorry about that. Can you give a close up look?

>> No.739634

how do you light lowpoly without making it look like shit?
at the moment i'm just doing emission shaders, but that will be useless in any situation with dynamic lighting. (such as passing underneath a streetlight, or into the shade beneath a tree.)

>> No.739694
File: 492 KB, 720x480, 0077.png [View same] [iqdb] [saucenao] [google]
739694

>>739634
-Having everything with a specular value of 0
-Lots of dim area lamps
-Avoiding the Sun lamp (I use giant areas or points instead, with custom distance. The shadows with the sun lamp get fucked up too easily)
-Point lamps for keys (obscured from camera shots, unless you want to model a little lamp for it, make it fit with your scene.
-Mess with the film look/contrast settings

>> No.739696

do people rig in blender or whatever 3d program they use or do they use seperate software

>> No.739704

>>725023
If I'm planning to do things that aren't high poly, is it better to learn how to do things in high poly first the same way you do life drawing before cartoons, or is that useless?

>> No.739709
File: 578 KB, 1571x956, rig.png [View same] [iqdb] [saucenao] [google]
739709

Hey so im trying to learn how to make simple low poly models out of different objects, sort of like the N64 or PS1 models. How can I rig this?

>> No.739716

>>739709
Pretty sure you join all the models together with ctr-j, then select the whole model, and then shift click the skeleton. right click, parent, with automatic weights.

>> No.739718

>>739716
imagine being this retarded

>> No.739722

>>739718
What way would you do it?

>> No.739724

>>739716
not the guy that replied to you, but i had tried that method earlier, and it was malfunctioning in weird ways. The head didnt move with the body, and the hands were doing weird stuff also anytime i moved it. The torso and shoulders were fine.

I think what I need to do is manually per bone attatch them to specific areas somehow.

>> No.739725
File: 600 KB, 1619x996, bones.png [View same] [iqdb] [saucenao] [google]
739725

it seems like right now the only problem i have is this one leg, its doing some retarded shit where its grabbing the hand and i dont know why

>> No.739730

>>739725
I deleted the legs and made them again and the same right leg keeps grabbing the right fucking hand

>> No.739733

>>739730
>>739725
i remade the legs a third time and this time didnt use what the tutorial said, which was to duplicate it, change some setting on the transform pivot point, which seemed to fix it. so idk what happened or know whats going on or how i fixed it. does anyone have any clue what was going on? Because i know this is just going to happen again.

>> No.739737

>>739733
>>739730
>>739725


yeah the automatic weighting isnt going to work, the thighs are distorting the abdomen, and the biceps are getting warped when i raise the shoulder, and that also distorts the abdomen. I need to know how to weigh these individually or attatch them or whatever.

>> No.740047

>>739725
>>739730
>>739733
>>739737

There was no need to keep remaking your skeleton.

You shouldn't expect auto weights to always do everything for you. It will make mistakes and its up to you to fix them. In your case, the auto weight system is probably getting confused because your model is made of lots of seperate parts rather than having one continuous surface.

Don't worry about it. Chill out, this is easy.

Select the armature and your model, go into weight painting mode, (it's right up there with object/edit mode) and just wiggle your bones around and paint/erase weights everything works.

With a model/skeleton that simple, it shouldn't take long.

>> No.740067

>>739632
Can anyone show what a low poly vagina looks like so we know how to show it.

>> No.740305

>>740067
it's like low poly mouth, but rotated by 90 degrees. You can extrude a polygon or 2 for some extra "detail". If you want hood and clit, then keep them as free floating mesh. the hood as just 2 triangles mirrored in the middle, and the clit as a the lowest poly cylinder you can get away with.

>> No.740468

>>740305
do you have any examples on low poly mouths? IDC about porn I just want to make better faces.

>> No.740479
File: 335 KB, 800x1100, 1562193009417.jpg [View same] [iqdb] [saucenao] [google]
740479

>>740468
can you draw?

>> No.740517

>>740479
pretty sure that was done by someone working in the industry for quite some time. as good as it gets(era accurate), both stylistically and topology-wise.

>> No.740597
File: 14 KB, 183x275, images.jpg [View same] [iqdb] [saucenao] [google]
740597

No mention yet of Paul Steed's (RIP) workflow?

>> No.740650
File: 129 KB, 766x897, 45-1.jpg [View same] [iqdb] [saucenao] [google]
740650

Getting there!

>> No.740667

Can anyone give some good tutorials on how to do it the boomer way?

>> No.740687

>>740650
What have you done to the shambler?

>> No.740694

>>740687

probably shat on his legacy :(

>> No.740700

>>740667
There's very little to it on the technical side - all you need to know is the basic vertex/edge/face manipulations of whatever program you're using - move, rotate, extrude, merge, mirror, etc.

Most of the trouble is in artistic skill, and that's not something easily taught, or even consistent as it will vary from style to style.

I recommend starting with an orthographic reference image as your background/overlay and basically just tracing it to get the silhouette down and then worrying about the rest of the vert positions after.

Pinterest is really good at finding tons them quickly.

>> No.740706
File: 183 KB, 800x800, 394c42b7cc84434873cf5a3c477760fc.jpg [View same] [iqdb] [saucenao] [google]
740706

>>740517
The point is, the "low poly mouth" can be as low as you want, as long as you can texture it well, because in low poly assets, polygons are added mainly for contour, anything else is the magic of good texturing.

If you are not good at texturing, then that's the main part you need to improve

>> No.740719

>>740597
Based. Shame he's no longer with us.

>> No.740747
File: 249 KB, 974x906, U1343tled-1.jpg [View same] [iqdb] [saucenao] [google]
740747

My low poly monster is starting to look kinda cool.

>> No.740751

>>740747
use a shadeless shader.
What's your texture resolution? Isn't it too big?

>> No.740759

>>740751

It's 2048x2048, but I plan to have it be very lowfi by default in the game. Considering how much love I'm putting into them though I will let people switch on fancy 2k textures if they so wish. But definitely no bicub filtering.

>> No.740761

>>740759
you should definitely test the model on low res textures too, because uv islands may shift between pixels, forming ugly seams at different resolutions, if you don't snap verts to grid.

>> No.740827
File: 254 KB, 2175x1239, 3434.jpg [View same] [iqdb] [saucenao] [google]
740827

>>740761

Was a good tip. I actually had to fiddle with the uv's a bit like you said. But the good lad is now doing a proper job in my little project.

https://streamable.com/5pg1p3

Animating him will be the last big obstacle to climb. But if I can learn 2d art, programming and 3d modelling, I can learn that too.

>> No.740833

>>740827
good thing you fixed that early. It happens because when you do UVs, you can place verts at coordinates not snapped to pixels, and by switching to smaller texture size, it makes it even more noticeable

>> No.740842

>>725059
>NetworkTopologies.png
You PNGlet

>> No.741017

Unreal Engine 5

lowpoly is over.

>> No.741018

>>741017
that's retarded.
It's like saying photography is a thing, so we don't need paintings.

>> No.741024

>>740650
Fatposter be gone!

>> No.742149

>>740479
That is gorgeous, beautifully simple geometry.

>> No.742474

>>733038
Is this basically FEAR 2's ending?

>> No.742481

>>741017
It's all right, we'll make our low poly mdoels and then the engine will subdivide them into millions of micropolygons. It'll be so realistic you'll truly believe those are actual low-poly models.

>> No.742789

How would I learn to texture well for this style? Any tutorials I should watch? Must I learn to draw well?

>> No.742790

>>742789
>Can't we make a sticky that says you gotta draw well for all these peeps that keep coming here asking this tired question?

I mean they've always trickled in but now it's like we've sprung a leak.

>> No.742792

>>742790
Well I've been casually lurking here for a few weeks and I haven't seen an elaborate answer to this question, if any at all. If it ever was a tired question that's in the past now.

>> No.743726

>>739709
>>739725
doing the exact same thing for my game
what i've found works best is, select each object and parent it to the armature WITH EMPTY WEIGHTS
and THEN go into weight paint for each object individually, make sure you have the correct bone selected in your vertex groups, and then paint the whole thing red
it's pretty time consuming but i'm really happy with the results

>> No.743759

>>742792
YES, if you want to have hand painted textures, then you need to know how to handpaint

>> No.743780

>>725038

VRChat on the Oculus Quest is a fucking VR platform on a mobile phone processor and has a poly limit of 5,000 for a character avatar that also has to do shaders and IK. Times have changed from n64 days.

>> No.743945
File: 15 KB, 450x300, Barbie.jpg [View same] [iqdb] [saucenao] [google]
743945

This may be the wrong place to ask but here it goes. Would you consider this low poly? If so would anyone say it is a good goal for a beginner to strive for?

>> No.743946
File: 198 KB, 512x288, barbie2.png [View same] [iqdb] [saucenao] [google]
743946

>>743945
What is everyone else's opinion on the barbie movies?

>> No.743973

>>743946
>What is everyone else's opinion on the barbie movies?
Never change, /3/

>> No.744035

>>743973
? What does that mean?

>> No.744046
File: 1.84 MB, 1839x1541, ASDASAWDA.png [View same] [iqdb] [saucenao] [google]
744046

>>733507
>>733338
>>733038
>>731908
>>731824
These all look rad. I've been trying to get to a ps1 style for a project I'm working on (bottom models wip). What does the topology of your model look like? I'm having a rough time getting humanoids to look right (especially the faces). Do you have any techniques for doing the shading you did on the body there or is it just a lot of adjust texture->reload->adjust again? I've tried to automate that process with things like texture bakes, but it never really gives the right feel.

>> No.744526

>>739709
You cannot use automatic weights, it will fuck everything up. What you need to do is arrange every limb into a vertex group, then make all your bones, then apply each bone to each vertex group manually. So that the forearm bone controls only the forearm vertices.

That is how you recreate that disconnected limb PS1 look, you don't want any of the wonky bending or blending of weight painting.

>> No.744527

>>742481
Low poly with raytracing looks amazing. Look at Minecraft RTX. There is a ton of potential in using simple low poly models with pixel textures combined with advanced lighting and physics.

>> No.744603

>>744527

Holy shit... you're right. it looks incredible.

>> No.745374 [DELETED] 

>The sculptards have taken over the the tutorial section of any website
And?

>> No.745792

Pretty sure I knowthe answer, however I wanted to ask anyway. Would anyone be against me posting a link for where you can buy a movie called Cinderella The Cat? The reason behind the link is it is the first, so far as I know, full length feature film to be made in blender. If we can support the company involved they may keep blender as their main software. By supporting those who use blender do we not give due justice to the program we love? Please inform me of your decision and I will oblige everyone.
Thank you

>> No.745806

>>745792
No

>> No.745839
File: 337 KB, 619x588, h.png [View same] [iqdb] [saucenao] [google]
745839

>>725023
Still new to low poly (and modeling in general)
I need to go lower

>> No.745843

>>740650
awesome

>> No.745883

>>725038
4k to 10k is a fucking low poly count you retard. Especially for a full character, that is extremely low. R_E_T_A_R_D

>> No.745889

>>745806
Thank you.

>> No.745891

>>745883
It's an aesthetic, not a literal "not-high" poly

>> No.745905

>>725023
There is just no reason to use classical poly sculpt for characters anymore. Sure, you need to retopo a sculpt, but even with that sculpting will take you a fraction of the time for the same amount of detail

>> No.746099

>>734212
you obviously have too narrow perspective to understand what he was saying

>why is it that when technique is primitive everything is beautiful and when technique is perfected almost everything is ugly
He wasn't even being fucking literal here, he just pointed out that when a technique is being developed, people experiment with it the most to see what can be done with it, but eventually mainstream goes for the realism and everything starts to look uniform and thus, unpleasant.
Take web design for example. Before tools like wordpress and CSS every web page was somehow unique and had it's own thing going on. There were really shitty and really good frontends but the taste was all around. Now everyone just uses templates and stock scripts, every webpage essentially looks the same - IT'S BORING and starts to become the new ugly.
Look at graphics in games - when id was pushing visuals forward, everyone were excited and people would use various hacks and tricks to overcome hardware limitations and get what they want - MGS would utilize models with deatached arms to avoid ugly deformations that would show in all the dramatic sutscenes. Many games copied a whole room along with a hero in order to imitate a mirror. Now you just set up reflections and get a prerigged mesh from fucking makehuman, it's all the same. And it's boring. Quake was an artistic landmark unlocking a whole new branch for visual artists and a third dimension to level design. Crysis was exciting only because it could mimic reality better, but it didn't bring in any artistic value, just more precision.
Look at texturing itself - it was very unique at times but nowadays almost all AAA games utilize PBR - if it's not some kind of fantasy game like Zelda or Persona, you bet it's going to have fucking PBR. It completely kills a whole field of artistic possibilities.

>> No.746784
File: 1.15 MB, 2406x969, NX1q1NI[1].png [View same] [iqdb] [saucenao] [google]
746784

I do a lot of low-poly and I just start with a box.

>> No.746796

>>740650
absolute heresy

>> No.747766

>>726721
So. Much. This.
Most of us do this as a hobby, why should anyone have to justify their preference?

>> No.748063

>>745839
This looks cool as hell yo
post more

>> No.748411

>>746784
What do you use for refs? Front/side views, etc? My problem is fleshing out the full body shape from just a front view

>> No.748434

>>727976
>>727826
someone in agdg translated it the other day.

>> No.748531

>>730500
Did you model her? Looks good.

>> No.748568

>>748531
it looks like a generic MMD model with head swap

>> No.749711
File: 368 KB, 900x1300, BadLuckCrew.png [View same] [iqdb] [saucenao] [google]
749711

>>746784
Berry Nice, I just starting digging into 3d and hopefully i can translate alot of my art into 3d models and aninations.

You give me hope.

>> No.749906

>>743946
A girl on the internet? Who am I kidding, you are just a wacky kid with weird interests.

>> No.749972

Does anyone know where this is from? i need to know my life depends on it

https://media.discordapp.net/attachments/682279127256137761/692485869797507142/53badb3a-5daf-4480-8e62-c9318fb83f9c-1.gif

>> No.750065

>>748434
This is a 6 day old post, but anyone got a link?
Tried looking through the archives and all I could find was this
https://arch.b4k.co/vg/thread/294618014/#q294688385

>> No.750249

>>744527
Amid Evil is another good example of this style.

>> No.750369

>>750065
https://mega.nz/file/Wd4lzJLa#xJRjSARv4xmGjV33PznYVfVBnmEzwQKmH_xrKtaro0k

>> No.750370

>>750369
>>750065
woops that's the old version (I forgot to translate one page)

https://mega.nz/file/aAh3XazT#malOxFhFG8fcLqvw1etMigqopXWGjao8likRogLAu9g

>> No.750408

>>749906
I'm a guy with a sexual fetish toward subservient women. I like the barbie movies and think they are great stories. What are you talking about exactly?

>> No.750446

>>750408
>fetish toward subservient women.
>I like the barbie movies
From what I recall, isn't barbie usually a really strong independent woman in those movies? I can't remember a single instance of her being subservient in them.
Not a weirdo bite, I just unfortunately had take turns with my sister picking the movie as a kid. I made her watch transformers energon though so it evens out.

>> No.750585

"Crotches require polygons"
-Ghandi

>> No.751125

>>750369
>>750370
Thanks!

>> No.751168
File: 156 KB, 1492x884, lowpoly-trees-scene1.jpg [View same] [iqdb] [saucenao] [google]
751168

>>740667
How the fuck do you google for this shit without getting the indie developer hipster crap like pic related?

>> No.752710

>>731595
But atari games are their own reward.

>> No.752749

>>743946
I prefer the series with this joke
https://youtu.be/Klav8IHLoLU?t=127

>> No.753443

Hi everyone. This is a bit of a shot in the dark but, years ago, I saw an anon posting about their independently-made, rather simple, 3D modeling program that specialized in modeling really low poly 3D environments, like those seen in Final Fantasy Tactics. I was just wondering if any of you might know the name of that program.

>> No.753447

>>753443
Ahah! I found it! It's called Crocotile.