It's so simple yet looks great.
>>506480I'm glad that you took my model as the thread image.
>>506494love the way its thrusters look
>>506480is there a limit for what is comsidered lowpoly for this thread?
>>506537I 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
>>506539I'm gonna cheat and use un-subdivided PS2/Production quality meshes.
>>506537It 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.
>>506555still looks better than the League of Legends models up close
>>506579How does one even start texturing something so small so well?Should I get gid with Paint tool sai and digital painting?
>>506582i dunno, im assuming you need alot of experience in digital painting as well
>>506480The 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
>>506582export large version of the uv'spaint with the large uv'sscale it down
>>506638Pryoxene paints all his models with the 3D Blender paint tools.
Have a mech
>>506669How can these sharp edged not-antialiased shit can look so cute ?
>>506673Nah, from an artist i really like.
Playing around in maya trying to get it to render without AA too replicate the viewport look. Not much luck so far.
>>506684I like that one. Looks like a kids toy and reminds me of my childhood.>>506687The 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)
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.
>>506831update yet again
>>506862I 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?
>>506555It 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.
>>506840reminds me of goldeneye models but better res textures. neat.
>>506840Someone has to keep us from getting ants in here.
>>507314UV map before riggingBasically 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 notBut 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 itBasically UV map when it's at it's least stretch and squash, usually meaning T or A pose
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
>>507422How sexy do you find chibi art styles?
>>507429I can fap to itJust looking for some examples on how to make low poly sexyI recall some guy I think from here made a Shy girl gif which was pretty hot
>>507382I don't know why I used greentext for this.>>506699I 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.
>>506555that's not how 4 legged animals walk
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" threadGuy is MS901 on tumblr, and he basically makes shit out of the blight of the 3D industry that is the uninspired droll that is RWBYBeing 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
>>506699Render it at a lower resolution and upscale by 2x with Nearest Neighbor sampling in Photoshop.
>>507485The wireframe of the boobs on the bikini type don't match up with the body of the rest of the wireframe.
>>507499the 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>>507509Holy shit I never even noticedIt looks like coconut shells hanging from the top edge
>>506555that one twitchy vert in the front of the shoulder is reeeeally fuckin with me
>>507448Actually, 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 underboobxD
>>507622haha what? is that not the name?(i'm not a native english speaker)
>>507622>>507658Entering underboob into google image find I might very well have developed myself a new fetish.
>>507660Don't forget side-boob, especially the ever so rare from-behind variant...
>>506862not really a fan of the face, or maybe it's just the nose
>>507422A 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.
>>506840how do I even texture paint like this? any tutorials?
>>508795> being attracted to sharp octagonal asses and pixelated boobs
>>508945I'm sure many people rubbed one out to the strippers in GTA
>>506555This 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.
>>508954That's cool, really like the shader. Looks like it was animted using CAT?
>>508954>that walkGet off your ass, walk around, realise your mistake
>>508954If 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.
For a game my partner and I are working on
>>509052Interesting, 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/
>>509052Are you making a pixelart game of Saw ?
>>509053Thanks for the ref! I'll work harder and try to get better. I'm better at pixel art in 2D than 3D aha>>509054Saw, the movie? Nah it's actually Frida Kahlo
>>509055Looks like Saw to me alright
>>509057to each his own I guess
How can I get into Low Poly?
>>508795I was a teenager, my dick got hard, things progressed naturally. 0 shame.I luv me some tris.
>>508795Sorry newby question but whats a Tris?
>>509116Tris = Triangles
>>509118And thats one of the best methods to modeling LP?
>>509119I 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.
>>509120Are 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
>>509121They 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.
>>509122So 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 farAlso 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
>>509121Would be cuter if her nose was her mouth
>>507422Well, I fapped to Spyro, so... What was that, like 400 tris?
>>509135You don't mean the dragon right ? You don't mean that right ?
>>509142too much space between the nose-mouth-chin.
CuteExcept for the jaw, this isn't kawaii desu senpai
>>509147Meant to reply to >>509142WhoopsAlso, can you post what the topology is like?
>>509135>I fapped to SpyroTell me more
>>509143>>509148Better face?549 tris
>>509154Take 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.
>>509155You 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>>509159Well 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.
>>509155some of those are really goodsome like the one from tangled or brave or what ever it was called not so muchBut entire bottom row is a huge fucking imrpovemnt
>>509155besides 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.
>>509154Yeah, I think it looks better now, good job anon!
Seriously how do I learn Low Poly?Every time I try to go it I end up going over board and start SculptingI want a cute Low poly art style
>>509282I 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.
>>509282You must think in terms of reductionThink of the base shape, then try to reduce it to the most primitve shape, which maintaining topologyFor 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.
How bad topology?
>>509399cute 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.
>>509399Looking pretty good, though a fair few triangles. Depends if you're ocd about edgeloops or not.
>>509399>>509400This. If you plan to animate that's going to deform like balls
>>509401probably coz she looks like ur mom :^)
>>509155What are all those films in the bottom row?
>>509413Big Hero 6 for extreme left and extreme right. Middle-left is pretty fugly.
>>509410How'd you know?
>>509435coz they resemble someone that u wanna fuck :^)
>>509413Big 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.
>>509471Use quads all the time. Triangles get deformed in animation
>>509399>3d modelling the ugliest gem
>>509590he said sexy, not dumb
>>506669My dick just decimated my monitor thanks anon.
>>506862I 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.
>>509591u fakkin wot m8
>>509399Do you have a website?
>>508954Is her braid meant to be a fish tail? Nice work
>>509155You ruined Rapuznel, the others look pretty good tho.
>>509626Ruined? I love that one. Okay, it takes off a couple beauty points, but immediately the whole scene gets way funnier with the edit.
>>509597looks very stupid & not sexy
Does this count as Low Poly?I think it looks really good and want to animate like that
>>509653LowPoly is <1K
>>509654Even if it was something really big, or has a lot of arms like a octopus?
>>509655yep. 1K is standard
>>509654according 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.
>>509668I 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
My first try at low poly and modelling in general
>>506494Is there a higher res version of this?
>>509713Nope, 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.>>509653Yeah. Why's her bum huge
>>509436How'd you know? :O Oh shit! The time Anomaly!
>>509675I'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?
>>510104Maybe for topology reasons, but remove unnecessary edges until you have the bare min to have the aesthetic you want.
>>509399Did you ever finish?
>>5109480ruby's chest isn't flat add the small waist and make the hips a little biggerbigger hands too my man! you could even make them some wider than in show for stylish effectyou 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?
>>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
>>506582texture 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.
>>511153I can't believe knowledge of those scenes comes with the knowledge of Blender.
>>508954Stand up and walk around your fucking room. Then come back and tell us if you walk just like that.
>>509155my autism flared up
>>511186i feel the same way. none of them look any attractive with correct proportions.
>>511186bottom row is the only thing he got right. 8 is absolutely gorgeous>>506582Practice. Projection painting is awesome, here's a Blender tutorialhttps://vimeo.com/15824758
>>511199>none of them look any attractive with correct proportions.Picture: obviously your idea of "attractive".
>>508945>being attracted to sharp octagonal asses and pixelated boobsLow 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 computerI just want to make cute low polly shit
>>511281Wtf? 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.
>>511963you don't need a good computer to do low-poly shit, blender will even run on a raspberry pi.
>>511963They could make low-poly shit when you were still in your fucking diapers what makes you think your computer can't handle it
>>511974You 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.
>>511974>>511982I guess I've got brain problems thenI 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>>509590I love shit like this
>>512065Here's the originalMy computer is an i5 @ 2.7ghz8gb ddr3 ram1gb vram [amd 6770]Moving to nvidya for CUDA cores
>>512065Those 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.
>>512065Modelling:>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 reversedRendering:>Use shadeless material (diffuse, no shadows, max ambient, something like that)
>>506556The 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.
>>512239To learn low-poly modelling, learn modelling in generalThere you have it, now go learn modelling
>>512247How 2 model?
damn, low poly is CUTEAnd 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 computersYes. 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.
>>509055worst artistugly bitch
Would this work as a low poly model and if so how would I go about creating it?
>>512437definitely would bruvjust model on top of it dude, use the little thing that let you put images for reference
>>512444I 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.
>>512468This is a beginner level projectIf you have to ask how you should go about it, I suggest you go back and learn the basics of modelling
>>512490I 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 itwhat?
>>512495To give the model the same textures that it has in the image I mean.
Welp... I guess I'll have to make a low poly waifu sooner or later.
>>512521I like it, finish
>>512521Okay 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 UVsplease go home to deviant Art.
I redid the the UV maps still no luck. If I do a bilinear subdivide on it, it gets a little better.
This is the UV map.
>>512569The 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.
>>512576In 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.
>>512576triangulation just cuts across each face. It doesn't move verts, and doesn't affect UVs. This is a load of rubbish.
>>512582>>512585It 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.
>>512615The 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>>512582Here'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.
>>512621Forgot the image. >.<
>>512621Okay 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 hugeWhy not?
>>512886Makes it harder to sit on a toilet.
>>512891Makes it easier to sit on my face.
Huge bums are cute.
A project that I stopped working on a while ago.
>>513264Cute, can you post wires?
>>513264Damn anon that's pretty cute Eyes are abit small and close together for my tastes, but everything is pretty neatWires would be cool
>Try making a low-poly tank>End up with over 10000 poly for the treadsFUCK.
>>513407Nigga, treads just need to be a texture, don't model each little part.
>>513408D'oh! I just just made each of the sections bigger and less detailed so it wouldn't bork everything.
I made a few low-poly things earlier last year for a game, but never ended up making it.
>>51341410338 tris?How the fuck is that low poly?
>>513478There are 10 models anon, that means it's around 1k tris per modelHowever, how the fuck does one model have 1033.8 tris is a mystery
>>513508Having 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?
How bad, anon?
>>513611not 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>>513462Go back to /r/lowpoly
>>513613>Are you only texture swapping for the face?only texture
>>513611The 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.
>>508954TACTICAL ESPIONAGE ACTION
>>513611Really getting an early Seth MacFarlane vibe from those eyes and I don't like that.
>>513463that's pretty cool. what's it made for?
>>509142Came back to this and fiddling with the textures since I wasn't really happy.Different girl, cuter face (I think).
>>513755I like the first one way better.
>>513611Like everyone else said, the eyes are off, but I do like it in general
>>513755Very cute, hair is so much better
>>513779Really? What about it?
>>513754It's from here:http://youtu.be/e-ANFQbjIo4http://youtu.be/sXKfkkroqeEhttp://youtu.be/Xsqbx211RwI
>>513798Probably just the fact that Seiko is lewd, you doing the whole crew?
>>513857I'm doing Naomi, Ayumi and Seiko. Might do some others but they were cheap 'n easy since they all wear the same uniform.
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
>>514319So uh, what's going on with her hair there?Can we get some wireframes?
Working on this in my free time, how do I go about adding clothes, extruding edges?
>>514536too many polygons on the front.
>>514548Quick UV grabIs it just the edge going into the armpit?
>>514536Basically you duplicate faces, either extrude them or use a Solidify modifier + Skin modifier
>>514536Don't build clothing over the top of the body. Break the mesh up and edit pieces into clothing.
>>514397its like skrillex or whateverso 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.
How would I go about removing the middle seam from the leg without using tris?Also how the fuck do I model boobs?
>>514591imagine bags of sand
>>514790breasts 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
>>514591To delete that seam, consider selecting all the edges, hitting the delete key and selecting "dissolve edges"
>>515032Probably only mildly relevant, but morph targets are pretty good for cartoony faces.https://www.youtube.com/watch?v=3PUg3ZRUoiEFailing that, give them big googly eyes. That's how Rare did it.
>>508795New Wow models are much sexier than old Wow models.
Who /towergirls/ hereMay or may not model her sister next
>>515244Very cute, what is it?
>>515270>doesn't know what a tower girl isYou'll never save the Princess that way, Anon. >>515244Model the big fat titty dragon
>>515270It'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 designSimple and effective designs, give it a look>>515274They 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?
>>515354Depends 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
>>515354vertex colours are great for getting even gradation across UVs. Bake to texture and use as a base/template for your texturing.
>>515403So basically polypainting the high res in Zbrush?
got myself into another game jam, but im liking how this is turning out
>>515572eyes look like they're sitting partially on the muzzle.Also the chin seems to just kinda slope down into the neck.
>>515573you are right, the chin was intended tho, i thought she would look qt with a small "mouth"
>>515619Wireframes? I suck absolute balls at clean topology
>>515634>>515619oh just saw it further up the thread. How do you get it so clean?
>>515635I 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.
>>515740You can also view it via Sketchfab, along with a .gif turnaround on Artstationhttps://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 motivatingthanks anon
>>515891Love your stuff man, that Kiko is sexy as fuck
>>513613>>androgynouswell yea, its a rock person
>>513611Do you have a website?