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File: sprytile_example_gif.gif (142 KB, 750x620)
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Post low poly, talk low poly. If it's something you're working on then cool, if it's not then also cool.

To kick this off:
-I'm looking for good examples of low res/low poly or "pixel art on 3D' type models. Looking to see how other artists do it.
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>>572332
This too many polygons?
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wish we had the models ripped from the misadventures of tron bonne, they're really good
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>>572340
looks awesome
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the gran turismo 1 and 2 cars were beautiful
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from bloody roar
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>>572332
I made this some time ago.
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>>572703
That's not low poly that's faux poly.
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>anything with less polygons than the average zbrush sculpt is now low poly
I want all normies to die
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>>572720
Lowpoly this fucker.
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>>572720
Nah bruh get this bruh now that the standards for high poly have changed that means the standards for low poly change too!
*conveniently ignores the fact that this would make "low poly" a near irrelevant distinction in modern realtime graphics since everything has a varying poly budget to hit and uses the same workflow otherwise*
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>>572340
That's sick
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Some of my favourite ones
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>>572787
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>>572356
those unfiltered textures and baked in highlights are sooooo good

<3
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>>572789
Those were in the Dragon Ball Origins games, for Nintendo DS.
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>>572791
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>>572792
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>>572713
what is the difference
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>>572793
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>>572795
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>>572796
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>>572797
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>>572799
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>>572800
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>>572801
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>>572802
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>>572803
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>>572804
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>>572805
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>>572806
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>>572807
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>>572811
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>>572814
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>>572815
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>>572816
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>>572818
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>>572819
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>>572820
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>>572822
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>>572823
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>>572824
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>>572826
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>>572827
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>>572831
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>>572832
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>>572833
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>>572834
Now some from DB Kai Ultimate Butouden.
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>>572835
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>>572837
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>>572839
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>>572841
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>>572843
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>>572844
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>>572850
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>>572852
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>>572839
Are friezas arms not attached? Looks like the meshes are intersecting
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>>572854
Yeah, most models are built like this. Look at Boo and Goku's arms >>572844 >>572837
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Wish there were more tutorials out there for looks like this but I guess it's kind of a niche thing to go for that 'true' lo poly look that isn't just a reduced mesh.
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>>572855
Thats neat, I like how they sort of 'hid' the separation by making part of gokus gi part of the arm instead. Keeps it looking good when it moves
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I've always enjoyed the style of the Legends games and I think a big part of that is because it seems the concept artist was pretty well aware of what was technologically possible when designing the characters.
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We had an amazing low poly thread on /vr/
https://desuarchive.org/vr/thread/4061145/

>>572857
What I find hard isn't the modeling, and not even the texturing, but the UV unwrapping.
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>>572870
Oh man you mean in comparison to regular models? I was actually thinking of finally learning UV unwrapping with this kind of stuff because I assumed it would be simpler.
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>>572871
Most indie trash developers and amateur modelers just unwrap as usual, texture it in high resolution then shrink the textures, but this isn't how it was done in the past. Most textures were painted in low resolution to keep details sharp. Some were even drawn in pixel art.
Meanwhile, you need to be careful with the UV isles sizes to compensate for the small texture size, the low geometry and the low resolution and make it all look consistent. Areas like faces get bigger isles.
But which techniques use? How to conciliate texture distortions in a 128x128 texture map for a 500 poly model? Everything needs to be tweaked by hand.

It doesn't look that hard. Until you try it.
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Lowpoly this motherfucker!
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>>572713
just because it has flat shading and vertex painting doesn't mean that the poly count is any lower anon
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>>572863
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>>573611
Can that model be rendered on a PS1? Nope, here's what an actual low poly dragon looks like nigga.
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>>573635
honestly does that model even have that many less tris than the other dragon? the "memepoly" dragon has a couple useless edge loops but otherwise id say its low enough
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>>573640
Depends on the game and limitations of the system you're trying to replicate. If you're trying to aim for a lowpoly style you have a pretty strict budget to work with if you want to capture the integrity as well as aesthetic of low poly.
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>>572931
Awesome. I'm having trouble getting hips and shoulders done on all my lo poly shit. If you guys have tutorials or experience, I'd love to hear your takes on dat shit.
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>>572787
how the hell are these textures made?
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>>575473
Pixel art
The key is in the texel density distribution. You make the face and other high detail areas take up a lot of the UV while less detail intensive areas get small
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What programs do you guys use for modeling and texturing?
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>>575487
maya and photoshop
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>>575487
CLIP PAINT STUDIO , blender
this is semi low poly too, for webgl(slow realtime render) presentation
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>>575517
>this is semi low poly
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>>575517
why do you keep posting this shit everywhere, this is a cluttered unappealing mess
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>>572791
>>572792
>>572793
>>etc
I've been trying to rip models from DS games myself but my results are extremely hit and miss. For instance, I was able to get through Bravely Default's just fine, but Animal Crossing and Eternal Oasis I absolutely cannot find the NPC models for after decryption.

do you know of anywhere that I can just download low poly models from these fucking games (e.g. animal crossing)
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>>576168
https://www.models-resource.com/3ds/animalcrossingnewleaf/
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>>576208
thanks m8
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>>572720
>implying everything above your comment isn't low poly
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I'm currently working this corrupted knight
my low poly is pretty weak though
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Daily reminder that simple model rips aren't enough

Early 3d consoles did graphics very differently from modern day consoles and pcs, and most people designed their models with these limitations in mind
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>>576681
What sort of limitations?
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Not OP here. Do you guys have any good tutorials/tips on how to make textures like in
>>572340
or those dragon ball meshes?




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