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How do I create perfectly aligned UV's for low res pixelated textures in Blender?

>pic related
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>>702883
Just google how to do 'pixel snapping' in blender, not a blender user but it's such a simple thing to implement it's surly there.
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>>702883
talent wasted on furry shit
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>>702883
Sully does his by setting a snap grid at the modeling phase (I think he uses Maya), so each grid unit point = 1 pixel, this keeps the model uniform so you don't have one polygon that ends up half a pixel long. I think in blender you can snap to units, but you need to figure out the size that works for you because blender is metric I think.

He tries to keep all of the shapes as either simple boxes / hexagons or flat polygons where he carves unique shapes with the pixels themselves (like the ears, fur, tail).

He uses a simple texture swap for the expressions and a very simple skeleton. You can find some of his models on sketchfab and look at the wireframes to see his construction. He's really the only person dedicating their artistic talent to this style and so you can learn a lot from seeing what he does.

As for the UV's you have to painstakingly mark seams, unwrap, and put pixel snapping on in the UV editor panel in Blender, then try to arrange the UV's in exactly the same pixel size as their design, maybe he uses projection unwrap here? I'm not sure.

Since he uses the snap to unit method, if his paw is 10 units long, the UV needs to be 10 pixels long, I have yet to figure out how he makes this all match up.

When I do pixel textures I just wing it and try to eyeball the UV island sizes so that any slight differences in pixel size aren't noticeable.
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>>702883

Couldn't you just projection paint. Seems like an outdated workflow.
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>>702901
It's extremely outdated, but the only way to truly achieve a 3D pixel art look.
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>>702901
The sculpt/paintfag rears its ugly head
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>>702905
Look at OP's image, if that isn't a perfect example of less = more I don't know what is. The original art is rendered with smooth, clean lines, and shadows, and the 3D version is extremely low resolution textures, but the pixel art versions is BETTER despite having lower resolution.

If only the rest of the 3D world understood this simple fact. More realism, more rendering, more detail does not make art better, it makes it worse.
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>>702905

Yes because projection painting precludes the use of small textures and square brushes. Enjoy spending hours fiddling around with uv maps and alt tabbing back and forth between photoshop and the 3d app.
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>>702913
It's a total pain to make 3D objects in this style for sure, I don't know about projection painting, is it possible to use it with this kind of low res look?
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>>702883
rizom UV allows direct alignment of the mesh to UV tiles.
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>>702909
>>702913
>falling for obvious bait
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anybody got the gif of that lowpoly kiryuuin satsuki some guy made a long time ago on the same pixel art style as OP?
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>>702909
Every time you bring up realism out of nowhere you invalidate your argument.
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>>702895

Spotted the salty no skill who will never make anything of value.

lol
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>>702932

Spotted the thin skin furfag that's probably dying of AIDS as we speak.

lol
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>>702932
seems like you hit a nerve in him
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He should have made the dagger sharper, looks a like a bad dragon dildo my friend said
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>>702932
I make a living designing and building engines, annoying kiddie.
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File: 1558134726173.jpg (18 KB, 320x320)
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Please remove this
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>>702970
>I modeled a car once and I think I'll get a job in no time
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>>702975
Engines, anon. Not cars. I design working combustion engines from the ground up.
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>>702930
kek, come back to this thread the next day and there are 8 new posts, none of them actually discussing low poly pixel texture models. What a waste of a great discussion topic.
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>>703018
there's 5 low poly threads open at any given time, not sure what you are after
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File: 1443973797814.gif (1.52 MB, 500x750)
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>>702928
Not quite as lofi, but do you mean this?



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