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Continuing from >>483148

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

Thread replies: 271
Thread images: 81

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Continuing from
>>483148
>>
It's so simple yet looks great.
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>>506480
I'm glad that you took my model as the thread image.
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>>506494
love the way its thrusters look
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>>506480
is there a limit for what is comsidered lowpoly for this thread?
>>
>>506537
I dunno, like 1k tris maybe, as a guideline?
But really I think it's more about it being clear that you got the most out of the budget you set
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>>506539
I'm gonna cheat and use un-subdivided PS2/Production quality meshes.
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>>506537
It honestly depends because there's so many situations where the term lowpoly specifies a different threshold on the polycount of a model.

In terms of film industry speak lowpoly could be used as the term for a production ready model that has been converted from a model that has millions of polys, made from NURBS, or non-implicit surfaces.

In terms of the game industry in game production low poly is the version of a model that has been baked down from a high poly source that is used in the game. I prefer the term "game poly" since I think it communicates the idea across better and using that instead of low poly would help alleviate the cluttered number of meanings low poly already has.

In terms of an artstyle low poly means literally a model that uses as few triangles (tris) as possible, typically the sweatspot for the amount of triangles used is under 1,000 tris. Generally when it comes to appeal a model that uses as little tris as possible coupled with the lowest resolution necessary while still carrying across a clear and strong design is considering more technically impressive because the art comes from the optimization, mastery, and creative use of limited resources that's a call back to the days of the PS1, N64, and Saturn days of early 3D video game graphics.

One last thing is that there's another definition that low poly (a fake kind of low poly or "faux" low poly) has kind of like in video games but usually more commonly seen in film and abstract art. The style of low poly is more like a kind of minimalism kind of like those 3D renderings of abstract landscapes even though the amount of triangles might actually be pretty high the idea is to create abstraction though simple shapes to create a kind of minimalist or impressionist style seen in fine art.
>>
>>506555
still looks better than the League of Legends models up close
>>
>>
>>506579
How does one even start texturing something so small so well?

Should I get gid with Paint tool sai and digital painting?
>>
>>
>>506582
i dunno, im assuming you need alot of experience in digital painting as well
>>
>>506480
The thread turned into a low-poly thread?
The old thread was a waifu thread, which included both low-poly and higher poly stuff; it's quite different.

If anything, I'm no longer welcome here since my stuff in the thread was definitely far from low-poly
>>
>>506582
export large version of the uv's
paint with the large uv's
scale it down
>>
>>506638
Pryoxene paints all his models with the 3D Blender paint tools.
>>
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Have a mech
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>>506669
that yours?
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>>506669
How can these sharp edged not-antialiased shit can look so cute ?
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>>506673
Nah, from an artist i really like.
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>>506684
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>>506685
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>>506686
>>
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Playing around in maya trying to get it to render without AA too replicate the viewport look. Not much luck so far.
>>
>>506684

I like that one. Looks like a kids toy and reminds me of my childhood.

>>506687

The texture sizes on the model looks ridiculous for that kind of model. I would rather add more detail with a few polygons than have so big textures because thos big textures kinda defeat the point (lowest resource usage possible with best result)
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Hey guys, I'm the dude who made the picture OP used. This is my second attempt at making a low poly character. How am I doing now?

Also if you guys have any tips on how to make a decent toonline, it'd be greatly appreciated too.
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>>506817
update
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update2
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>>506839
Thumbnail ;_;
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>>506831
update yet again
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>>506862
I should specify that since I'm not home, the shitty texture is made on MS paint (blame my shitty laptop)
>>
Do you guys UV map first before rigging? or the opposite?
>>
>>506555
It looks like PS1 era Spyro should have grown to look like if Insomniac didn't sell the rights and continued developing the game themselves (wrong colour, though, obviously)
>>
>>506841
>That's really good, anon. The rifle looks a little too flat, though.
>>
>>506840
reminds me of goldeneye models but better res textures. neat.
>>
>>506840

Someone has to keep us from getting ants in here.
>>
>>507314
UV map before rigging
Basically you want to UV map with your model in it's default pose to minimize texture stretching or squishing, so it's a matter of the state of the model than if it's rigged or not
But let's say you modelled in a really retarded pose, you might want to rig, then pose it to a proper T, A or whatever pose that's more proper, then UV map it
Basically UV map when it's at it's least stretch and squash, usually meaning T or A pose
>>
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How Sexy can Low Poly get?
I want to make a game with a simple low poly graphics but I also want a character with high sex appeal
>>
>>507422
How sexy do you find chibi art styles?
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>>507429
I can fap to it
Just looking for some examples on how to make low poly sexy
I recall some guy I think from here made a Shy girl gif which was pretty hot
>>
>>507382
I don't know why I used greentext for this.

>>506699

I don't use Maya so I don't know, but is there no option to turn it off? You could try importing the model into another program and rendering it there.
>>
>>506555
that's not how 4 legged animals walk
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This is some good reference, not sure about the tri count, but fuck the tri count, I'm sticking to the original "waifu" thread, not the suddenly "low-poly" thread
Guy is MS901 on tumblr, and he basically makes shit out of the blight of the 3D industry that is the uninspired droll that is RWBY
Being a fucking RWBYfag aside, his shit is pretty cute and effective

>tfw he's probably enjoying all this simple but fun character modelling, and then you're stuck with modelling production shit you don't want to model and is more of a job than the original fulfilling hobby you signed up for
>>
>>506699
Render it at a lower resolution and upscale by 2x with Nearest Neighbor sampling in Photoshop.
>>
>>507485
The wireframe of the boobs on the bikini type don't match up with the body of the rest of the wireframe.
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>>507499
the underboob, right? i was wondering about that, maybe he can get away with it because there's a natural fold on women's breast?
idk desu, but it does look strange to me too.
>>
>>507499
>>507509
Holy shit I never even noticed
It looks like coconut shells hanging from the top edge
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>>506555
that one twitchy vert in the front of the shoulder is reeeeally fuckin with me
>>
>>507448
Actually, quadrapeds have many types of walk cycles.
Hyenas kind of walk like that normally:
https://www.youtube.com/watch?v=Mvsv4OdcT3g

(though the walk cycle here is very stiff)
>>
>>507509
> the underboob
xD
>>
>>507622
haha what? is that not the name?
(i'm not a native english speaker)
>>
>>507622
>>507658
Entering underboob into google image find I might very well have developed myself a new fetish.
>>
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>>507660
Don't forget side-boob, especially the ever so rare from-behind variant...
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>>506684
name?
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>>506862
not really a fan of the face, or maybe it's just the nose
>>
>>507422

A lot of people found the original World of Warcraft models sexy, to the point there were nude mods for that game. Those things were like 1000 tris each or something.
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>>506840
how do I even texture paint like this? any tutorials?
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>>508795
> being attracted to sharp octagonal asses and pixelated boobs
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>>508945
I'm sure many people rubbed one out to the strippers in GTA
>>
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>>506555

This can be really neat if all 4 leg animations are timed differently, instead of both of each side completely in sync. It will make it look like it's walking naturally and not marching.
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>>508954
That's cool, really like the shader. Looks like it was animted using CAT?
>>
>>508954
>that walk

Get off your ass, walk around, realise your mistake
>>
>>508954
If you were trying to capture the essence of a girl who has or has had something plugged up her butt in a vigorous manner, then good job.
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For a game my partner and I are working on
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>>509052
Interesting, though you might want to work on your texture a little bit. The pixels are looking bold and sharp, and that not brilliant (for example in the palms of the hand and the feet)

There's a great reference for pixel art here: http://nexgensprites.com/threads/pixel-logic.50/
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>>509052
Are you making a pixelart game of Saw ?
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>>509053
Thanks for the ref! I'll work harder and try to get better. I'm better at pixel art in 2D than 3D aha

>>509054
Saw, the movie? Nah it's actually Frida Kahlo
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>>509055
Looks like Saw to me alright
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>>509057
to each his own I guess
>>
How can I get into Low Poly?
>>
>>508795
I was a teenager, my dick got hard, things progressed naturally. 0 shame.

I luv me some tris.
>>
>>508795
Sorry newby question but whats a Tris?
>>
>>509116

Tris = Triangles
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>>509118
And thats one of the best methods to modeling LP?
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>>509119

I was copying Animal crossing Isabelle model and everyone was bitching at me to use quads.

I swear to god they did not use quads when they do animal crossing models.
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>>509120
Are you baiting or legitimately retarded?
You do realise that they're modelled in quads, like any fucking game, then triangulated, right?
Some models are required to be triangulated prior to being made an asset in an engine, and some (most modern engines) triangulate it in engine itself (quads in, tris out)
Did you purposely triangulate your shit for no reason? Do you understand why some models are triangulated in the first place? If you were trying to decrease tricount on a crate or something from quads, yeah sure I'd see what you're doing, but holy shit sounds like you either modelled using triangles like a madman, or triangulated the mesh for no fucking reason
>>
>>509121

They are using triangles as they are not doing any deformation of the face. Download the model itself, on the back there is only triangles.

Yes an engine would triangulate quads, but that still doesn't mean that the model isn't using triangles.
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>>509122
So you take back your point then? They DID use quads for the model? Aside from the face, are you trying to say that they're not following quad topology as so it can deform properly?

You said:
>I swear to god they did not use quads when they do animal crossing models.

Which I swear to god, is the dumbest thing I've read on /3/, so far

Also post an image of the topo then, and I'll be sure to point out how wrong you are, or how badly worded your original phrase was
>>
>>509121
Would be cuter if her nose was her mouth
>>
>>507422

Well, I fapped to Spyro, so... What was that, like 400 tris?
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>>509135
You don't mean the dragon right ? You don't mean that right ?
>>
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:3
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>>509142
too much space between the nose-mouth-chin.
>>
Cute
Except for the jaw, this isn't kawaii desu senpai
>>
>>509147
Meant to reply to
>>509142

Whoops

Also, can you post what the topology is like?
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>>509135
>I fapped to Spyro

Tell me more
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>>509143
>>509148
Better face?
549 tris
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>>509154
Take a look at these. The cuteness comes in from the facial proportions with the eyes-nose-mouth-head combo. Disney characters look cute because the part starting from the eyes to the top of the head is exaggerated and looks bigger like a toddler. Realistic proportions make them look less cute.

So I'd say just play around with the facial proportions like so.
>>
>>509155

You turned Disney into Dreamworks. I kinda like it. Just by looking at those stills, I can tell right away that the characters would undoubtedly be a lot funnier. I don't know why.
>>
>>509155
That's a hugely different style and proportion though, his is a low poly chibi model. Anime eyes are already big, at least post chinese cartoons if you're going to give a reference.
>>
>>509164
>>509159
Well thats basically the recipe you need if you wanna get your characters looking cuter and younger.

It's also the space between the mouth and the nose. if you look at the cuter characters like Elsa, Anna, Rapunzel and Cass, you'll see that there is a really small area between the mouth and nose. Also the mouth is relatively smaller.

You should just make these small adjustments and see what it looks like.
>>
>>509155
some of those are really good
some like the one from tangled or brave or what ever it was called not so much

But entire bottom row is a huge fucking imrpovemnt
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>>509155
besides the tangled one i quite like the more human look
>>
>>509151

... And various other characters from just about all similar major game series.

Except for Sonic. That's impossible to fap to.
>>
>>509154
Yeah, I think it looks better now, good job anon!
>>
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Seriously how do I learn Low Poly?
Every time I try to go it I end up going over board and start Sculpting
I want a cute Low poly art style
>>
>>509282
I don't know if this will be helpful but I tend to think of it in terms how little you can get away with to achieve a certain silhouette from any angle.

So for starters go into it with some 2d art of your character/object and make sure you have a very defined or exaggerated silhouette before you start modeling. Even if I am working form reference and not my own work I will usually draw or redraw a turnaround to make sure the character look distinct with out any fiddly detail. This is good design in general but it will help with making the placement of vertices more obvious.
On top of that I would recommend taking your turnaround and sketching the way you plan to distribute your polygons over it on another layer. That is not strictly necessary but I think it is good practice because your goal to make ever polygon count.

Also its kinda a given but sculpting should not even be in your vocabulary, this is box modeling all they way. So think about best practice for hard edge modeling, like maintaining quads (bullshit but it can help with organization) and thinking about the angel of edges and smoothing groups.
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>>509282
You must think in terms of reduction
Think of the base shape, then try to reduce it to the most primitve shape, which maintaining topology
For me, I learned from having modelled a high poly character and rigged it. From it, I understood how skin weights worked, why edges were where they were, and what was required in a model.
From what I now understand, the new lowpoly model's goal is to be as simple as possible (while retaining what shapes I want) and lowpoly as possible (getting rid of needless edges.
Of course, lowpoly in it's aesthetic won't have a lot of detail, and you'll probably never touch sculpting in a normal case, so try to do it entirely with poly modelling.
Simple simple simple. Keep it simple. Super simple. SImplicity. Keyword. Simplify.
>>
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How bad topology?
>>
>>509399
cute topology. Although I'd get rid of the triangles on its hips.
>>
>>509155
>Bottom right.
A time anomaly just occurred and converged every boner I've ever had into one.
>>
>>509399
Looking pretty good, though a fair few triangles. Depends if you're ocd about edgeloops or not.
>>
>>509399
>>509400
This. If you plan to animate that's going to deform like balls
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>>509401
probably coz she looks like ur mom :^)
>>
>>509155

What are all those films in the bottom row?
>>
>>509413
Big Hero 6 for extreme left and extreme right. Middle-left is pretty fugly.
>>
>>509410
How'd you know?
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>>509435
coz they resemble someone that u wanna fuck :^)
>>
>>509413
Big Hero 6, Megamind, Tangled, Big Hero 6
>>
new to cg. How much does triangles fuck up compared to squares when you animate/deform? Making a model, and it has triangles in places that would deform when animated.
English isn't my first language.
>>
>>509471
Use quads all the time. Triangles get deformed in animation
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>>509399
>3d modelling the ugliest gem
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>>507422
its possible
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>>509590
he said sexy, not dumb
>>
>>506669
My dick just decimated my monitor thanks anon.
>>
>>506862
I dig it, the face needs to be more simple, the nose to be exact. But with flat colors with your earlier post I could see it being in a nice isometric game.
>>
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>>509591
u fakkin wot m8
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>>509399
Do you have a website?
>>
>>508954
Is her braid meant to be a fish tail? Nice work
>>
>>509155
You ruined Rapuznel, the others look pretty good tho.
>>
>>509626

Ruined? I love that one. Okay, it takes off a couple beauty points, but immediately the whole scene gets way funnier with the edit.
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>>509597
looks very stupid & not sexy
>>
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Does this count as Low Poly?
I think it looks really good and want to animate like that
>>
>>509653
LowPoly is <1K
>>
>>509654
Even if it was something really big, or has a lot of arms like a octopus?
>>
>>509655
yep. 1K is standard
>>
>>509654
according to whom? source please. you plucked a completely arbitrary number form the air and are calling it a standard. Low poly by today's standards would be something used in a phone game, for example, which could be a lot more than 1k.
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>>509668
I think lowpoly is more like trying to use the less poly possible while trying to make a beautiful shape.
In this case >>509653 it could use less polys
>>
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My first try at low poly and modelling in general
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>>506494
Is there a higher res version of this?
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>>508954
oh_boy_I_gotta_take_a_shit.gif
>>
>>509653
gamewise, yes.
>>
>>509713
Nope, that's the literal size of the texture sheet and everything. You could visit the dude's dA for more info if you can be arsed.

>>509653
Yeah. Why's her bum huge
>>
>>509436
How'd you know?
:O Oh shit! The time Anomaly!
>>
>>509675
I'm guessing those are supposed to be eyebrows of some sort, but it's very hard to unsee cyclops-dog. Looks nice though.
>>
When it comes to Low Poly do you use the Subdivision tool ever?
>>
>>510104
Maybe for topology reasons, but remove unnecessary edges until you have the bare min to have the aesthetic you want.
>>
>>509399
Did you ever finish?
>>
>>510420
no
>>
>>5109480
ruby's chest isn't flat
add the small waist and make the hips a little bigger
bigger hands too my man! you could even make them some wider than in show for stylish effect
you are good start
>>
>>509155
>Realistic proportions make them look less cute.
Did you mean: less potato?

Your edits are so much better! Literally every single one of your edits is a massive improvement.

Your work wins you a free ticket to >>511093.

P.S. Where did you get the original Disney 3D files from? Are you a wizard? If they are pure 2D morphs, why is there no background distortion?
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>>511148
>P.S. Where did you get the original Disney 3D files from? Are you a wizard? If they are pure 2D morphs, why is there no background distortion?
>If they are pure 2D morphs, why is there no background distortion?

I can't believe I have to share a board with a fucking lost /b/tard
>>
>>506582
texture paint tool, see how the lip on the texture is all distorted, he modified the generated UV, then went straight to texture paint.
>>
>>509159
>You turned Disney into Dreamworks.
Seriously??? If anything, Dreamworks is even more potato.
>>
>>511153
I can't believe knowledge of those scenes comes with the knowledge of Blender.
>>
>>508954
Stand up and walk around your fucking room. Then come back and tell us if you walk just like that.
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>>509155
my autism flared up
>>
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>>511186
i feel the same way. none of them look any attractive with correct proportions.
>>
>>511186
bottom row is the only thing he got right. 8 is absolutely gorgeous

>>506582
Practice. Projection painting is awesome, here's a Blender tutorial
https://vimeo.com/15824758
>>
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>>511199
>none of them look any attractive with correct proportions.
Picture: obviously your idea of "attractive".
>>
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>>508945
>being attracted to sharp octagonal asses and pixelated boobs
Low fidelity leaves room for imagination. Reality is often disappointing. The world looks better out of focus. This is why I don't wear glasses.
>>
fuck, I've been avoiding this board until I had a better computer
I just want to make cute low polly shit
>>
>>511281
Wtf? What he actually took home was a lot haweter than what he thought he took home. Can you imagine having intercourse with a woman who's head is the same size as her fucking torso? With limbs that would snap like twigs if you plowed her to hard.
>>
>>511963
you don't need a good computer to do low-poly shit, blender will even run on a raspberry pi.
>>
>>511963
They could make low-poly shit when you were still in your fucking diapers what makes you think your computer can't handle it
>>
>>511974
You don't even need a good computer even to do current generation shit. Creating graphic assets for games can be done on a computer much to slow to actually run the game in real-time. Like a single 100000 polygon character will fly trough even a 10 year old computer no problem.

Cute low poly shit can be done without a hick-up on any computer from this century.
>>
File: dfyjuh.png (150KB, 960x540px) Image search: [Google]
dfyjuh.png
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>>511974
>>511982

I guess I've got brain problems then
I started messing around with low poly in blender but never figured out the best way to render it so just ended up doing full scale cycles renders. low poly, huge textures.

Pic related was copying another persons work while I learnt to use blender, I mainly want to do photorealistic architectural and product renders, but low poly 3d stuff if I were to make a game.

Any tips on making stuff like this? mainly what programs to use and how to render it. I have blender, 3ds max, z-brush. [Only learnt how to use blender but also know how to use inventor and sketchup]

>>506669
>>506684
>>506686
>>509142
>>509590
I love shit like this
>>
File: hocu.jpg (171KB, 960x540px) Image search: [Google]
hocu.jpg
171KB, 960x540px
>>512065
Here's the original

My computer is an i5 @ 2.7ghz
8gb ddr3 ram
1gb vram [amd 6770]

Moving to nvidya for CUDA cores
>>
>>512065
Those are just shadeless materials. To make a shadeless material in Blender internal renderer, just check the shadeless option. In Cycles you only need to use an emission node, unless you want to have your mesh in a shaded environment so you can cast shadows and whatnot, then you'd use a node setup like this. But as the image shows, it runs into problems with reflections and transmissions.
>>
File: Untitled.jpg (317KB, 1920x1080px) Image search: [Google]
Untitled.jpg
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>>512081
Forgot pic.
>>
>>512065
Modelling:
>Take care of proportions, they look very different from source, the arms are so tiny and the legs are huge
>I'm pretty sure your left leg being black means your normals are reversed

Rendering:
>Use shadeless material (diffuse, no shadows, max ambient, something like that)
>>
>>506556
The proper term for the last one is flat shaded but arthipsters think it's lowpoly and ruin everything.
>>
Anyone here got any resources for learning this?
I've been looking around but can't seem to find anything good.
>>
>>512239
To learn low-poly modelling, learn modelling in general
There you have it, now go learn modelling
>>
>>512247
How 2 model?
>>
damn, low poly is CUTE
And btw, could i make it work with low-end computers? I'm thinking about learning 3D modeling, but i think low poly will be better for a 4ram pc
>>
>>512281
>could i make it work with low-end computers

Yes. As >>511974 said. By '4ram PC', do you mean 4GB? That's more than enough. Do you really think they made N64 or PS1 graphics on 4GB ram machines?

Running the 3D application isn't that intensive in itself, it's the rendering that requires a decent setup. If you're not using lighting or any shaders except flat, this will run fine. Even then, if you're not rendering many animation frames, it's a totally moot point to worry about.

In short, your PC will almost certainly be able to run Blender.
>>
>>506669
What tumblr?
>>
>>509055
worst artist
ugly bitch
>>
File: robot 3.jpg (28KB, 532x354px) Image search: [Google]
robot 3.jpg
28KB, 532x354px
Would this work as a low poly model and if so how would I go about creating it?
>>
>>512437
definitely would bruv
just model on top of it dude, use the little thing that let you put images for reference
>>
>>512444
I was thinking of exactly that but I've gotten stuck when I realized I have no idea how, after the model is made, I can't use this image for a skin, which seems like a horrible shame.

Right now I am searching for a good video which would help me with accurately skinning this robot.
>>
>>512468
This is a beginner level project
If you have to ask how you should go about it, I suggest you go back and learn the basics of modelling
>>
>>512490
I can reasonably model the robot but I am having trouble figuring out if and how I can use the image to skin it as well.
>>
>>512494
>use the image to skin it
what?
>>
>>512495
To give the model the same textures that it has in the image I mean.
>>
File: Lolo 1.jpg (108KB, 1000x1000px) Image search: [Google]
Lolo 1.jpg
108KB, 1000x1000px
Welp... I guess I'll have to make a low poly waifu sooner or later.
>>
>>512521
I like it, finish
>>
File: symmetry uv error.png (409KB, 1000x1000px) Image search: [Google]
symmetry uv error.png
409KB, 1000x1000px
>>512521

Okay I made a quick and dirty texture map and I've noticed a problem.

I made this in 3DCoat and I'm rendering in Daz Studio. I used symmetry to create the UV map but for some reason the right side of the model has a distortion on the leg. The distortion isn't where the UV seam is either.

Any idea what's going wonky here?
>>
>>512537
>that face
>rendering in DAZ
>not showing the UVs

please go home to deviant Art.
>>
File: Lolo New UV 5.jpg (128KB, 1000x1000px) Image search: [Google]
Lolo New UV 5.jpg
128KB, 1000x1000px
I redid the the UV maps still no luck.

If I do a bilinear subdivide on it, it gets a little better.
>>
File: Lolo UV.png (169KB, 512x512px) Image search: [Google]
Lolo UV.png
169KB, 512x512px
This is the UV map.
>>
>>512569

The problem is that when DS goes to render it has to triangulate the quads (all polygons are tris when it's time to render). DS randomly chooses where it will divide each polygon so the symmetry of the model will be broken when it's time to render.

With a high resolution, subdivided model chances are you won't notice the random distortions in the texture map, but the lower the resolution of your model the more apparent the texture map distortions will be because of the random triangulation.
>>
>>512576
In every 3d program I've used, triangulation has no effect on the UVs as long as none of the verts are moved. Is DAZ different in this respect?

If that's really what's causing the issue, >>512537 might want to triangulate it by hand and then mirror, or use a rendering engine that isn't complete shit.
>>
>>512576
triangulation just cuts across each face. It doesn't move verts, and doesn't affect UVs.

This is a load of rubbish.
>>
File: triangulated mesh.jpg (144KB, 1184x954px) Image search: [Google]
triangulated mesh.jpg
144KB, 1184x954px
>>512582
>>512585

It must be. I triangulated the mesh in Daz and then imported it into 3DCoat's paint room and the texture map is still distorted but none of the vertexes have moved at all. I guess with low poly the angle of triangulation makes a difference in how the texture is displayed.
>>
>>512615

The triangulation matters to the texture map of the further the corners of a quad are offset from the same plane. If the 4 corners of your quad are square and close to being on the same plane then it won't distort no matter which way the plane is triangulated. But if you have a non square quad with a non planar surface the angle of triangulation will determine if the quad is convex or concave. It's called sheering and the more the sheering the more the texture map will be displaced. The lower the number of polygons the more likely you are to have non-planar surfaces in you're modelling in quads. So if you've got a large non-planar quad in a low poly model you're best to choose for yourself where you're going to triangulate it depending on whether you want the surface to be concave or convex.
>>
>>512615
>>512585
>>512582


Here's a demonstration of planar sheering with identical quads that have been triangulated differently. If the quad is a planar then there is no distortion of the texture map based on the angle of triangulation. If the quad is planar then the texture map distorts depending on whether the triangulation makes the quad convex or concave.
>>
File: Planar Sheering.jpg (720KB, 1500x1725px) Image search: [Google]
Planar Sheering.jpg
720KB, 1500x1725px
>>512621

Forgot the image. >.<
>>
File: Lolo Repaired Geometry.jpg (297KB, 1000x1000px) Image search: [Google]
Lolo Repaired Geometry.jpg
297KB, 1000x1000px
>>512621

Okay now that I know I have to be extra mindful to planar deviations I was able to correct my geometry. So it turns out the fault was mine.

Man, people aren't kidding when they say low poly modelling isn't as easy as it looks. Now that I got that fixed I'll see if I can't optimize my geometry some more.
>>
>>509740
>Why's her bum huge
Why not?
>>
>>512886
Makes it harder to sit on a toilet.
>>
>>512891
Makes it easier to sit on my face.
>>
Huge bums are cute.
>>
File: Shakku4.png (66KB, 762x834px) Image search: [Google]
Shakku4.png
66KB, 762x834px
A project that I stopped working on a while ago.
>>
>>513264
Cute, can you post wires?
>>
>>513264
Damn anon that's pretty cute
Eyes are abit small and close together for my tastes, but everything is pretty neat
Wires would be cool
>>
>Try making a low-poly tank
>End up with over 10000 poly for the treads
FUCK.
>>
File: low_poly_tank_by_talros-d4swt9u.jpg (532KB, 1200x608px) Image search: [Google]
low_poly_tank_by_talros-d4swt9u.jpg
532KB, 1200x608px
>>513407
Nigga, treads just need to be a texture, don't model each little part.
>>
File: 1449507947582.gif (177KB, 107x82px) Image search: [Google]
1449507947582.gif
177KB, 107x82px
>>513408
>>
>>513408
D'oh! I just just made each of the sections bigger and less detailed so it wouldn't bork everything.
>>
File: ninjasmall1.jpg (55KB, 640x480px) Image search: [Google]
ninjasmall1.jpg
55KB, 640x480px
>>
File: forest.png (174KB, 1017x436px) Image search: [Google]
forest.png
174KB, 1017x436px
I made a few low-poly things earlier last year for a game, but never ended up making it.
>>
File: room.png (121KB, 1044x441px) Image search: [Google]
room.png
121KB, 1044x441px
>>513442
>>
File: cliff.png (105KB, 1061x440px) Image search: [Google]
cliff.png
105KB, 1061x440px
>>513443
>>
File: low poly camping.png (34KB, 669x535px) Image search: [Google]
low poly camping.png
34KB, 669x535px
>>
File: loop.webm (729KB, 1920x1080px) Image search: [Google]
loop.webm
729KB, 1920x1080px
32 tris
>>
>>513414

10338 tris?

How the fuck is that low poly?
>>
>>513478
There are 10 models anon, that means it's around 1k tris per model
However, how the fuck does one model have 1033.8 tris is a mystery
>>
>>513508
Having played Rigs of Rods a lot, i am somewhat familiar with ogre.
the dialogue box, text, and logo are on a UI composed of tris in a fixed position in front of the camera. if each section is 2 tris each that only leaves 2 tris unaccounted for, maybe an empty UI element?
>>
File: Final.jpg (405KB, 1162x2519px) Image search: [Google]
Final.jpg
405KB, 1162x2519px
How bad, anon?
>>
>>513611
not bad. But a bit androgynous. Kinda reminds me of a character from DBZ, but not masculine enough to look like a male.

Are you only texture swapping for the face?
>>
>>513442
>>513443
>>513445
>>513462
Go back to /r/lowpoly
>>
>>513613
>Are you only texture swapping for the face?

only texture
>>
>>513611
Kill yourself.
>>
>>513611
The jagged eyes are irritating to look at. You can't really skimp on eyes. If you can't raise the geo there, you should do like they do in video games and use an alpha-masked texture for the eyes.
>>
>>508954
TACTICAL ESPIONAGE ACTION
>>
>>513611
Really getting an early Seth MacFarlane vibe from those eyes and I don't like that.
>>
>>513463
that's pretty cool. what's it made for?
>>
File: naomi.png (235KB, 415x565px) Image search: [Google]
naomi.png
235KB, 415x565px
>>509142
Came back to this and fiddling with the textures since I wasn't really happy.
Different girl, cuter face (I think).
>>
>>513755
would sex
>>
>>513757
Lewd, dude
>>
>>513755
I like the first one way better.
>>
>>513611
Like everyone else said, the eyes are off, but I do like it in general
>>
>>513755
Very cute, hair is so much better
>>
>>513779
Really? What about it?
>>
>>513754

It's from here:

http://youtu.be/e-ANFQbjIo4
http://youtu.be/sXKfkkroqeE
http://youtu.be/Xsqbx211RwI
>>
>>513798
Probably just the fact that Seiko is lewd, you doing the whole crew?
>>
>>513857
I'm doing Naomi, Ayumi and Seiko. Might do some others but they were cheap 'n easy since they all wear the same uniform.
>>
File: gif2.gif (4MB, 210x375px) Image search: [Google]
gif2.gif
4MB, 210x375px
just started modeling a month ago and made my first character yesterday loosely based on OP's character. Please give me some advice on how to get better. One thing I have no idea about is UV mapping but it seems I didn't need it after all on this project.

made in maya with toon shader
>>
>>514319
So uh, what's going on with her hair there?
Can we get some wireframes?
>>
File: SmallAmountofPolyFaces.jpg (434KB, 1719x1271px) Image search: [Google]
SmallAmountofPolyFaces.jpg
434KB, 1719x1271px
Working on this in my free time, how do I go about adding clothes, extruding edges?
>>
>>514536
too many polygons on the front.
>>
>>514548
Quick UV grab
Is it just the edge going into the armpit?
>>
>>514536

Basically you duplicate faces, either extrude them or use a Solidify modifier + Skin modifier
>>
>>514536
Don't build clothing over the top of the body. Break the mesh up and edit pieces into clothing.
>>
>>514397
its like skrillex or whatever

so I just realized there are 3k tris on this. I do have a lot of geometry that can be cleaned up but I like the way It looks now so I'm not gonna mess with it too much.
>>
File: Screenshot_2016-03-02_12-34-10.png (11KB, 234x787px) Image search: [Google]
Screenshot_2016-03-02_12-34-10.png
11KB, 234x787px
How would I go about removing the middle seam from the leg without using tris?
Also how the fuck do I model boobs?
>>
>>514591
imagine bags of sand
>>
>>514790
breasts deform nothing like bags of sand, and you need to consider their shape, where they sit on the rig cage, the position of the nipple, how far down the chest the bottom of the breast attaches. These all contribute to the shape of a breast.
>>
You guys got any references or tutorials on how to have super expressive, low/game res cartoony faces? On both the modeling and rigging side.

The character seen primarily in this video is the style of "cartooniness" that I'm asking for.

https://www.youtube.com/watch?v=sirmT_TaM7M
>>
>>514591
To delete that seam, consider selecting all the edges, hitting the delete key and selecting "dissolve edges"
>>
File: Topper.png (9KB, 138x200px) Image search: [Google]
Topper.png
9KB, 138x200px
>>515032
Probably only mildly relevant, but morph targets are pretty good for cartoony faces.

https://www.youtube.com/watch?v=3PUg3ZRUoiE

Failing that, give them big googly eyes. That's how Rare did it.
>>
>>514837
>>
File: old wow vs new wow.jpg (310KB, 1250x1000px) Image search: [Google]
old wow vs new wow.jpg
310KB, 1250x1000px
>>508795

New Wow models are much sexier than old Wow models.
>>
File: Mouse Princess.jpg (2MB, 3864x3864px) Image search: [Google]
Mouse Princess.jpg
2MB, 3864x3864px
Who /towergirls/ here
May or may not model her sister next
>>
>>515244
Very cute, what is it?
>>
>>515270
>doesn't know what a tower girl is

You'll never save the Princess that way, Anon.

>>515244
Model the big fat titty dragon
>>
>>515270
It's a CYOA waifu chart you can find a general of on /tg/
If I'm not wrong, Gen 1 - 3 is designed and drawn by Gats, which I must say, has one hell of an eye for character design
Simple and effective designs, give it a look

>>515274
They all have big fat titties anon, unless you mean Dragon Princess III, who is the biggest fattest tittiest dragon
>>
One last inquiry from me: should I do texturing only, or can vertex painting add a lot for a cartoony looking game?
>>
>>515354
Depends I guess, although I've never used it aside from one high-poly character with enough faces to make it not look like ass and environments
>>
>>515354
vertex colours are great for getting even gradation across UVs. Bake to texture and use as a base/template for your texturing.
>>
>>515403
So basically polypainting the high res in Zbrush?
>>
File: raposa1.png (43KB, 446x530px) Image search: [Google]
raposa1.png
43KB, 446x530px
got myself into another game jam, but im liking how this is turning out
>>
>>515572
eyes look like they're sitting partially on the muzzle.Also the chin seems to just kinda slope down into the neck.
>>
>>515573
you are right, the chin was intended tho, i thought she would look qt with a small "mouth"
>>
File: seiko.png (504KB, 829x559px) Image search: [Google]
seiko.png
504KB, 829x559px
>>513755
>>
>>515619
Wireframes? I suck absolute balls at clean topology
>>
>>515634
>>515619
oh just saw it further up the thread. How do you get it so clean?
>>
>>515635
I box-model and make a quad-based base with my rough polycount in mind, but I just get the shape and edgeflow and stuff like limb deformation loops in. Then I basically just keep reducing the polycount by welding things and using more tris and adjust as I go until I'm happy it's as low as I can possibly get it while still keeping the shape I wanted and it still resembles the "guide" topology I used as a base.
>>
>>515244
Post wireframe?
>>
File: Mouse Princess_0001.png (275KB, 1024x1024px) Image search: [Google]
Mouse Princess_0001.png
275KB, 1024x1024px
>>515740
You can also view it via Sketchfab, along with a .gif turnaround on Artstation
https://www.artstation.com/artwork/XG1O3

(Viewing the wireframes on Sketchfab will be a bit odd since the outlines is a duplicate of the mesh, resulting in double lines, but you can examine it more intricately then)
>>
I should come here more often, you guys are fuckin motivating

thanks anon
>>
>>515891
Love your stuff man, that Kiko is sexy as fuck
>>
>>516597
y-you too
>>
>>513613
>>androgynous

well yea, its a rock person
>>
>>513611
Do you have a website?
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