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File: unknown[1].png (462 KB, 788x800)
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How do you make textures like this?
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File: 2009eaozdxp21[1].png (814 KB, 1920x1030)
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This low resolution 90's style is hard to find much information about. Any pointers?
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File: 3OARA9B[1].png (119 KB, 667x783)
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Another example.
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>>680303
9-12 bit colour pallet and low res files, sub 1k for the most part.
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>>680302
I guess the main things I can see is to only add polygons if it drastically alters the silhouette.
Use baked/hand drawn lighting.

If the objects in that picture are yours I would recommend putting the textures on a flat shader material, lowering the texture resolution by half and reducing the polgons on the barrels.
Something like pic related for the polygon amount (ignore the textures)
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http://www.gamasutra.com/view/feature/131659/interview_with_ids_kevin_cloud.php

https://www.scribd.com/document/137689223/Art-of-Quake-2

i wouldn't be surprised if that skull at the top is scanned straight out of an anatomy text book and processed.
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>>680301
looks like they make a higher poly mesh, paint it correctly, then lower the resolution to 128 x 128.

Some of the details look very fine though. like the little bolts on the metal and the nose. It might possibly be hand painted.
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>>680307
Some details are impossible to make by just lowering the resolution.
Colors tend to bleed into each other and lose their ability to be read.

Unless there's some kind of program that specifically makes it look more like 8 bit art.

For example really lazy games like disney games for gameboy advance or barbie games tend to just take a high resolution pictures or drawings of their characters and slap them into their games. This results in a super blurry looking image.

The opposite of which would be something like Super Mario World or just any Mario game where its hand painted pixel art.

OPs pic might be a mixture of the two. They used a high poly mesh for the blurry looking parts like the eye sockets and the texture on the metal, and they painted over it to make very fine details like the teeth or the bolts in the metal.
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>>680301
Paint it at higher resolution using any range of paint techniques since that is a lot easier than 'pixling' and then downsample the maps with resampler set to 'nearest neighbor'. Then add definition as you see fit using 'pixel art' techniques, google that term and you'll find a lot of info.
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>>680310
>really lazy games
i think what you meant to say was games with cutting edge 3d graphics from SGI workstations
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>>680302
simpliest thing you can do is just use the mosaic filter for that look
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>>680312
no dont do fucking interpolation for nearest neighbor. that never works because you lose too much quality, just use the mosaic filter. does a way better job and you have more control.
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>>680318
I wanna do it how they did it back then. >>680312's technique sounds more plausible than using a mosaic filter. I'm sure the results would be good, but is it genuine? I don't really think so.
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>>680301
You paint them you spazz
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>>680322
you do realize a interpolation loses more info right? nearest neighbor just means it doesnt have soft edges when it scales down, with mosaic it does the exact same pixalted format but you dont lose quality, nigga just fucking do it.
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>>680316
>>680318

Mosaic filters doesn't drop your resolution so you can pixel-paint like they used too back in the day, it just pixelates your image at the current resolution, also if you're gonna use them textures in an engine to have a retro look you've also messed up if you have a fake pixelation at a higher resolution than it appears to be.

Here's an example of what you get downsampling using nearest neighbour.
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>>680327
this is like what the Prodeus team is doing.
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>>680329
The Prodeus team uses ugly ass post filters that make everything noisy and look liek ass
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>>680303
>>680301
use a really tiny size (256x256 or 128x128) UV map and paint over it using any brush of your choice at a really tiny 1-5 px size.

That, or just export a normal size texture and then downsize it to 256x256 or 128x128
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A bit baffling to see that people today purposely do what we were forced to do because of technical limitations.
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>>680348
Is a lot easier to make stuff like that with contemporary tools than it was back then, it def have a certain aestetic quality to it as well that still holds today.

Competing with the AAA's in terms of graphics is impossible even if you have artists who can operate at that level, because of the fleets of people employed to create the labor intensive game worlds of today so it makes sense to go for a wholesome look that looks uncompromised if you're just a couple of dudes on the team.
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what does 128x128 Texture x2 mean?

Do they have two materials with one 128 texture each?

Or a 128x256 texture?

Wthat the fuck?
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>>680353
x2 means it's UV's are mirrored so the same texture is used for both sides of the model. This was very common back in the day when graphics memory was very limited.
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https://forums.tripwireinteractive.com/forum/killing-floor/killing-floor-modifications/3d-and-animation-aa/55519-texturing-tutorial-thread

https://orig09.deviantart.net/5ef4/f/2007/122/0/4/3d_tutorial___lowpoly_characte_by_athey.pdf

https://www.youtube.com/watch?v=1QKXpaRiTYs

Some resources
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>>680310
I'm not really into texturing, but I used waifu2x to counter this down scaling phenomenon when making pixel art
before.
Its supposed to be a neural network based upscaling method for anime images but it works surprisingly well to downscale while retaining detail.
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>>680374
Amazing! Thank you so much. This stuff is invaluable.
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>>680374
Takes me back. Most of it is utterly worthless now. Too much changed.
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>>680327
looks like shit, way too much detail. The original doom art and sculptures had bigger identifiable shapes that lend themselves better to cartoon look
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>>680327
This is not how pixel art works
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>>680301
Make a 256 color palette (just just use one from another game)
Unwrap your model in a clearly understandable way (you'll need to do more than let pelt wrapping sort it out)
Paint your textures in Photoshop at a higher resolution, color sampling from the palette
Downscale to your desired resolution
Use index color mode to palettize
Load in engine without texture filtering (set it to POINT)
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>>680549
Diablo 2 wants a word with you.
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>>680603
>THIS IS NOT HOW PIXEL ART WORKS
What was it you didn't understand? D2 rendered output was cleaned up & heavy retouched on a -frame-by-frame base and then properly palletized. You can't just throw some filters at it and call it a day.
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>>680615
*heavily
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>>680615
>good starting point for enhancing the details at resolution using your pixel art skills
Nice reading comprehension.
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>>680630
Fuck off you clown my point still stands. You people are garbage at this and you give garbage advice.
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>>680654
No it doesn't and you're salty because you're bad at reading. Also I didn't give advice, I'm just lurking to see what gets posted, but you came out with some retarded shit and got all aggressive with it too. Also stop projecting.
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>>680655
From another Anon, you're a true retard, get back to tumblr
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>>680655
Piss off you clown.
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>>680549
yeah taking a model and using it as a base for pixel art isn't how it works at all
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>>681154
Show me the cleaned up version then you useless cunt
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>>680301
I've been studying this for a while, I'm working on a 3D game and as a 1 man army I need to be able to make quick, cheap, low poly models.

First I started with Mega Man Legends 1/2, I ripped all the models and analyzed their technique. What they did was make the characters out of simple, disconnected geometric shapes, then did pixel art by hand for each shape. They kept a very anime inspired approach and it looks great to this day, but it requires saturated colors and stylized, simple anime designs.

Then I stated looking at Quake 1 models for a more rugged approach, they made their characters with a front and back half, so a seam runs along the entire side of the model, then they painted the entire front and back of the character in decent resolution and converted it to a lower resolution. The geometry is terrible so the character models look pretty shitty, but the textures are great.

Then I've seen more modern artists make traditional, fully connected 3D models without disconnected joints, where they paint directly onto the model at a low resolution like 256x256 at the largest. They use blender or 3D coat to paint them.

So I've seen three approaches to a pixelated, low res, low poly 3d style: (1) the pixel art Mega Man Legends approach where you draw your textures by hand as pixel art, (2) you hand paint textures in a higher resolution, then convert them down while keeping them pixelated, this technique is good for realism, you can also use real images here they get muddied during the downgrade (3) you unwrap the model traditionally and then hand paint it in a low resolution directly onto the model using 3D Coat or Blender.
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>>681270
Back in the ps1 and q1 days textures where basically pixel art. Very rare that they downscaled anything and used it as is, it was absolutely retouched at the new resolution. You had absolute control over every pixel. At least that's what I remember from reading all the old tutorials from my highschool days.

People nowadays have a hard time reproducing the art because at that time it was 100% restricted by hardware limitations.

For example, quake 1 was not developed with 3d acceleration in mind. It was meant to run on 50mhz potato cpus on Ms dos with like 8mb of ram and no more than postage stamp resolution. So everything is optimised to run as fast as possible and minimizing computation as much as possible.

Low Rez textures, limited color pallettes, low polygon counts, low character animation frames. Low low low.

Even that model op is claiming to be low poly is a freaking resource monster. TWO 128 TEXTURES, 470 Tris on one model? insane!

Only real way to absolutely be sure that you're doing things right would be to find and old PC and develop your model to run on your own software renderer engine.
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A big thing a lot of people who are trying to replicate old stuff miss a lot is the use of hard-weight for skeletons. This is why a lot of old N64/PS1 games used disconnected joints and why other games like GoldSrc era games used topology tricks for connected joints. One of the big workarounds is commonly seen in the 2001 Blue shift HD models and Condition Zero Deleted scenes models where they will do partial overlapping arm topology so a semi disconnect, or at times just a disconnect just for the arms.

Another note on this style of topology is making good use of limitations such as having wide distances between edges for squashing and stretching textures like say barneys mouth in HL1. If you had high poly and too many loops you would have a harsh streach area due to having no soft weighting. Pic related is a goldsrc model with connected everything but has topology for hard weighting

Also as said before painting at final resolution was a big part of making models back in the day so you had full sharpness control instead of blurring/shifting due to scaling down. Ben Mathis has a writeup on this and many of-the-era tutorials.
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Some good sites do download and analyze old models and textures. Take a look at the Playstation part.
https://www.models-resource.com/
https://www.textures-resource.com/
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>>681536
>>681270
>>681314
Finally someone non-retarded here pointing out the obvious. Thank you.
To imitate that style you have to carefully analyze it.
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>>680301
This shit pisses me off for some reason
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Does the recent Blood game rerelease do something like this.
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>>681554
No.



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