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Previous: >>687988
How about we make this a thing?
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>>696145
Anyone?
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Sure, I approve. But don't expect quick replies on a ded bord like this one. These thread may last months.
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>>696171
Nice can I ask though, the flags are triangle shaped right? What's the reason for using a rectangle on the UV, it seems your trying to optimise it as much as possible but wouldn't it have been better to make the UV a triangle also so you could had had a bit more space?

I'm not criticizing, I don't understand and that stood out to me so I'm wondering why you did it
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>>696181
It's not my model, I just posted it to contribute to the thread and to get my question noticed.

The only reason I can think of is it was an after thought. you can now have different shaped flags all mapped to the same uv space.
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>>696171
that overdone pixel art looks like skyrim and modeling looks like a mobile game
>>696209
really good img
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>>696181
>it seems your trying to optimise it as much as possible
and the flag UV is the only thing that caught your eye??
the only actual thing that can easily be explained;
there's two flags.. and they look ripped so the shapes of opacity cut outs are different, therefore they might both fit on that small rectangle quite nicely in the opacity map.
but.. look at the friggin' repeating logs pattern. almost all elements just repeat and there's a lot of wasted texture.
on the other hand, how much is this texture actually going to take up memory.
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>>696214
>pixel art
I wouldn't call it pixel art. It is just low resolution.
>looks like a mobile game
doesn't everything in lowpoly threads?
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>>696215
But here's the thing if you were to just texture one log, then you would need to have extra edges for all logs to be mapped to that space. Instead that whole row of logs is just one quad.
It seems optimizing the mesh is more important than optimizing the texture.
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>>696216
>I wouldn't
you wouldn't, couldn't phrase it better
>doesn't everything...
not like this, it's 2 very different types of art that really don't combine together, together
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>>696222
>you wouldn't, couldn't phrase it better
Him and literally everyone else in the world with an IQ above room temperature wouldn't call that pixel art.
Because it's not pixel art.
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Why is Maya so hard to learn... so I went back to using Sketchup
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>>696263
>Maya

Because it's better for animation dumbass
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Looks like pixel pistol but not bad work on it,faggot
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>tfw nice boobs take up way too many polygons
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>>696294
It depends on what you think of as nice. Depending on how far is the camera you could just have breasts modeled the same way as butt. Most work is textures anyway.
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>>696299
absolutely fucking adorable.
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>>696586
Really good. Although the hair is too low poly to the point where it bugs me.
I really like the shading though. Especially on the jacket.
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>>696682
You mean the top of the head being too angular? I think it works with the pointy chin, almost as if it was the style, and not just going for really low poly.
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>>696586
nice
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So are the uv islands in all these tightly packed square textures connected? Is the no free space inbetween them? I thought you were always supposed to have padding, but is it not the case for low poly?
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>>696683
Hmmm.... I still think that like 4 more quads could've made it a hecc of a lot smoother. Nit picking, tho. It just sticks out to me.
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>>696700
If it's truly pixel perfect, it doesn't matter. Although personally I'd always have padding, since I'm sloppy about how I make my textures and like knowing there's extra space for scaling errors or whatever. I probably care too much tho.
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>>696709
I see. Well I would like to make a sort of 3d pixel art like pic posted, so keeping everything pixel perfect shouldn't be too hard.
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>>696682
autist
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>>697187
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As charming as Mega Man Legends' style is, I wish more people would rip assets from the second game instead of only the first.
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>>697248
This guy's game and designs hit the style of Legends 1 almost spot-on, but I liked how Legends 2 had a slightly more... I guess worn look to it, without losing the color.
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>>697248
Probably because they're ripping the models from the N64 version of MML, and it's impossible to rip models from a PS1 game since there's no z-buffer unless you reverse engineer the code.
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>>696700
>92 triangles
>muh low poly
Seriously...
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>>697201
That's bad
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>>697312
I know, you would make a book in 12 triangles instead
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>>696168
Animate that sumbitch
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>>696586
this is amazing
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>>696168
wireframe
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after grant abbit's work
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>>697502
Not really low poly, but it is good you learn modeling.
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>>697456
I'm so shit. This legit took me 3 hours to make.
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Complete beginner here. Is lowpoly something you can just get started in immediately or is it like 2D art where you have to learn how to draw realistically from life first before you attempt to draw a style?
So basically I'm asking if I should learn to model realistic looking stuff first before I start to attempt something like >>696586 or >>696719
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>>698852
3D is different to drawing in it's learning process, so you will start with lowpoly either way.
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>>698852
realistic models are usually made by creating a lowpoly version, then subdividing it and then sculpting it, so unless you're one of the artsy types who sculpt from the start you're gonna do lowpoly before hipoly
creating models that are meant to stay lowpoly, like the ones posted here, can be a bit different from creating lowpoly bases of realistic models, but still, to answer your question, no, you don't have to learn realism first
do you think all those blender indie devs are capable of hollywood tier 3D models?
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>>697569
Is the flash on the gun a different texture?
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>>698860
>>698880
Thanks for answering. I guess I should just dive right in then, huh
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>>698901
sure, that's how most people started, you create something shit and the more of it you make the less shit it gets
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>>698888
No. I just made a very strong yellow light and messed up with the curves and color depth. The weird colors come from a dialed down solar curve.
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What's the creation process for low poly characters? I see a lot of modes that don't really seem to fit the standard quad mesh then add details workflow
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I got around to making an AE86 that I've been wanting to do for a while, I'm pretty happy with how the texture came out
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>>699438
>ricing
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>>697435
And it would suffice
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What is it that distinguishes the style of lowpoly in threads like these from that modern indie game lowpoly style? Is it the texture work, or are the models themselves constructed differently?
Sorry, I know nothing about 3D.
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>>699873

>>697248

This is low poly. Boxy limbs only 16 colors for a texture map. That is very low res at the most 128x128

>>696263

This is programmer art.
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>>696586
Absolutely an ideal art style and modelling style! artist source / where to follow on social media?
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>>699915
@kyu_fu
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Does anyone have sauce on an artist who did low poly busts of Mista and Bruno?
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>>701866
Nvm I found it bois
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>>697193
This is *exactly* what I came itt for. Sometimes /3/ is okay.
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>>696700
Padding is important when you're importing assets into a game and the textures will undergo mipmapping. You don't want the down-scaled resolution textures to result in one or more uv islands encompassing colors that were not within its borders at the max resolution.
Its possible that whoever made that book didn't consider this. However, they may have been careful enough to ensure the uv boundaries were preserved at the lowest resolution.
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>>699933
Nice style.
This is my first attempt to copy it.
Still a little rough and unfinished.



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