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File: 1212.png (585 KB, 1582x1101)
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After shitting up the board for a week, anon shows his first creation. You're all welcome to critique it and give advice and kind gentle encouragement.

Also, how to make it look more low poly? Pixelate the texture? But how would I ensure the pixelation doesn't get disrupted by the seams? I really wish there was a simplified de-cluttered blender especially for low poly workflow.
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>kind of what I was going for
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>>614678
Why is the top like that?
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>>614692

because you touch yourself at night. no, i don't know what you're referring to.
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You are still shitting up the board.
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>>614678
looks cool, and different, which means a lot IMO!

also how did you rendered this? >>614679
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>>614704
>>614704

I'm almost done though. I already know how to model, started to get the hang of texturing and rendering, and now it's just the final steps then I'm done learning.

>>614714

Thanks man! Oh I didn't make that, it's just the style I'm tryign to replicate. Gonna make lots of awesome games in that style once I have 3d modelling donw.
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>>614679
The edges have more density than the texture, so I guess it's no special shader, but pixelated textures.

The top part appears to be a normal map bake of a low poly model of the can top. This map is then applied to the surface of the octagon, which is planar.

>But how would I ensure the pixelation doesn't get disrupted by the seams?
Never tried this, but from looking at the reference, I'd first pixelate in Photoshop/Krita with the UV laid on top, then carefully move bits of the texture around so they don't go across seams.

The very soft shading could be just using uniform environment light.

You are quite close, actually. Keep it up.
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>>614678
looks like a piece of shit
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>>614678
>Simplified de-cluttered blender
What do you mean?
You can collapse windows. The default setup should be fine for your modeling.
Collapse the timeline for a bigger window. Also if you want to focus only on the window you're working with, hit Shift + Up arrow key.
The model isn't bad for a first creation. You at least grasp the software enough to get that far.
As for the texture, if you want to do pixelated, you're going to have to learn to abuse UV maps. A lot of that bepsi can is probably only covering one pixel on the UV map.
Research some more into this style of art. The modeling is almost never anything fancy, so be sure to find the texture they used if you can. It'll explain a lot about how they made it look like that.
Good luck on your travels, young t/3/apot.
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>>614678
>>614785

I'm trying to learn this stuff too. A big thing, I think, is to reduce your texture map to something like 128x128 or lower. You have to hand-paint the stuff, or at least I did.
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>>614678
So, you made a cylinder? Grats I guess.




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