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File: BlenderTurtle.png (19 KB, 711x632)
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Anyone else find something fun about low-poly renders?
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>>552086
the ps1 type of low poly with highly optimal pixel art textures is dope, your pic related is not
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>>552088
What's wrong with OP's pic? Looks fine to me.
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>>552090
ugly and lazy, although having the bones x-rayed and that shit orthogonal view certainly doesn't help
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>>552096
not everything needs to be "beautiful", turtles sure aren't beautiful anon and neither are you
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>>552099
that's no excuse not to put effort into what you're doing
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its easy and simple. just a basic lambert material and a texture. ez life with no worries
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>>552104
I'm working on teaching myself how to make some vidya, so I'm starting out pretty basic. I'm teaching myself all the basics of design, programming and animation. This turtle is the start of the first game I'm trying to make.
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the thing with low-poly is you can't half ass it. Pretty much every vert has to be hand placed.
you gotta go as low as possible with no smoothing groups and commit to the style, or it's going to look like low effort beginner shit.

pic related. Not my art but helps demonstrate the idea.
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>>552128
Dat shite iz smexy.
>Would play a modern game with low-poly like this if it meant millions of moving parts.
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low-poly is a fad kids are into to make them feel like real gamers, even though games today are casual pieces of petrified dog shit. Low poly should die, but hi poly looks like shit anyways.
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>>552117
good luck m8, if you need any learning resources please visit the discord
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>>552618
>hi poly looks like shit
>low poly is bad
>everything is shit
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>>552618
I actually like how low poly games look. It makes everything look less busy, and looks cleaner.

A lot of games try to look realistic or cartoony/anime by adding a shitload of visual clutter.

Theres a reason so many people download Nvidia inspector for the sole purpose of forcing 15 LOD Bias on games to make them look cleaner.

Pic related.
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>>553156
i thought they did it because they had shitty computers. this would be my motivation, anyway
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>>553202
It actually doesn't increase performance that much on most games. Most people do it for how it looks.
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I like most of the games done on the PSP. Its a low-poly gold mine. Same for the DS.
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Low-poly is beautiful.
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>>552086
It's because it's easy duh, harder stuff will piss you off.
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>>552086
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>>552086
of well done, it looks georgeous and help focusing on important things on the entire envrioment
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I rediscovered some old tutorials from Paul Steed of Quake fame where he goes over low poly modelling in 3DS Max. If anyone wants some authentic retro low poly tech, check these out.

http://www.loonygames.com/content/2.13/totb/index2.php 3DS Tutorial: CyberGuy

http://loony.timedoctor.org/content/1.28/totb/ Adjusting your biped, featuring DoomGuy

http://www.loonygames.com/content/1.4/totb/ Dangerous Curves Ahead, modelling and texturing women

http://www.loonygames.com/content/1.9/totb/ Exercise, keeping the vertex count low

http://www.loonygames.com/content/1.6/totb/ Low Poly Tricks, Tips & Techniques

http://www.loonygames.com/content/1.11/totb/ Modelling Detris

https://www.youtube.com/watch?v=2Y8OW-Id4Xs Modelling in 3DS Max by Paul Steed (1 of 3)

http://www33.zippyshare.com/v/HicsbeUx/file.html Paul Steed's Modelling a Character in 3DS Max 2002

http://thegate.gamers.org/pub/idgames2/planetquake/modeling/lightwave.zip And a Lightwave tutorial for Quake heads and bodies from krazee
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>>554286
http://quakewiki.net/archives/modeling/head/head1.html Head tutorial wasn't included actually.
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>>554286
Awesome, I take it these principles can be applied to maya as well?

(i've been using it for a year, off and on.)
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I love doing Low Poly stuff. I admit I do far more of it than I do High Poly Sculpting. This is something I did for a bit practice.
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>>555205
wow neat anon
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>>555222
Thanx fren
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How do these developers paint their textures such that it is pixelated? Does it have to do with the resolution of their textures?
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>>554428
how many tris is that so far anon, looks good.
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>>555247
yes, they also use a hard brush with square alpha
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>>555247
>>555253
What program would you/do they use to paint LP models?
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>>555260
any program will do.

the best practice is to paint a wooden box or a rock, its simple
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>>554428
where'd you get the ref?
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>>553156
LOD bias does not change poly count, it changes mip map quality based on distance.




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