post some low poly girls pls.
Post some low poly girls pls
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why is her shirt stained? is she a smoker?
This one is pretty fucking amazing desu
Finally a chance to dump my low poly folder.
yes, please
God user, don't make me wet that fast
ive never made models, why do they put all the textures in one image like that? how do they get all of the pieces to be in the right spots?
It's so they can load a single file into memory, it's faster. They use hardcoded coordinated to map and wrap the texture around the model.
Why is this table servant shaking up my drink?
fuck me, I want a new lowpoly game with robots and demons so badly
I love these, megaupload link your folder?
Can I make good models without artistic power?
I want to make VirtuaFighter type models.
Cute!
Seeing Seiko in any context gives me a Pavlovian sadness.
She didn’t deserve it...
I very much appreciate low-poly models that have an appropriate texture resolution to go with it. Not this HD-texture-on-200-polygon-character bullshit.
I'm out of images but really hope after the pixelshit era and now the live2d era I hope next is low poly.
that's not lowpoly
Is that a fucking voxel model?
Unfiltered soul
I hope so. I'm going to pick up on some 3D modeling courses before the summers out, along with watching shit tons of tutorials. My endgoal is to make some sweet lowpoly robots as soon as I get familiar with it
;_;
There's a thing called a UV map that tells the texture where to stick itself to nodes.
Should i play this game?
The Corpse Party series you mean? I'd say you should since I have good memories of it, at least the first game on PSP. One thing I've liked the most in these is the binaural audio in the game, greatly helps with the immersion despite the RPG maker look of the first game. The sequels are less good especially blood drive on vita
Oh so thats the source. My friend actually recomended the anime
holy shit
Thanks for fillin me in btw
No problem
Risk of Rain 2 & Lethal League Blaze are a hopeful start to this trend.
Will we ever get to the point where indie games start nostalgia baiting with low poly stuff?
Only one I can think of is Heart and Slash.
Is low poly too much effort compared to pixelshit?
I feel like I've seen some stuff like this before, is this from an artist who's work I could find anywhere?
Amid Evil just came out three weeks ago bro. The reason people do pixelshit is because the standards for pixel-art are fucking low with zoomers, and because programming 2d is still far easier than 3d for your average bedroom scripter because no one knows how to program their own code nowadays
Big Chungus hoes to war?
Blender 2.80 on Steam when
It's called atlasing and it's optimized, VRChat is a good example of what happens when you don't do that. You can have each part like skin, skirt, eyes etc. be a separate mesh, material and texture, but if you do that then suddenly you tank everyone's performance.
Just download the release candidate off the Blender website?
qt
Did they release Blood Drive on PC?
I was playing it on my Vita but if its on PC now I will just play that instead.
I don't know where to click...
the absolute state of steam drones
>low poly
>2K texture
that's cheating!
I wonder how this would deform in animation.
That looks awesome.
I wish this was an actual game
who the fuck is ready for anodyne 2 low poly kino
Wrath's artstyle looks pretty similar
youtube.com
>Thousands of years ago in a battle with the fallen elder god known as Shinnok, I was responsible for the death of an entire civilization...
sniff
Can't believe this game is still going.
>I wonder how this would deform in animation.
Depends how much of it is connected. Limbs/neck could be hidden and disconnected within the shirt.
This entire game.
True it could be a void.
I also wonder how much you can get away with model deforming at a low rez, such as the Nintendo DS with its twin 256x192 displays. The amount of aliasing would hide any weirdness.
OoT is an incredibly ugly game.
I mean it isn't. It's just a literal pay to win, pay to play at all, exp increased, press X to skip, piece of garbage nowaday. Maybe private servers are still around but the official game is not playable. Shame.
Imagine seeing two cute girls with their tops off in front of you and all you could think about was how shitty their taste in home decor was
When you make a model you can strip/strech the triangles in a single flat square and you use that (a UV Map) to paint the texture over it. A single file per model is used because it is much less intensive in the hardware instead of pulling out multiple files for each part of the model. It is kinda hard at the start with complex models but you get used to it.
Those aren't cute girls to me. Those are just badly textured polygons. Very badly textured.
Nintendo has no idea how to make a good looking game for the N64.
BUTTER
so yiik?
Have sex
HARD WORK AND GUTS
dilate
Seethe
Imagine unironically insulting according to a fucking flowchart.
have sex
Seethe
>actual dialog from the game
Who the fuck localized the psp version? don't get me wrong i really liked the original corpse party, but that bit felt fucking retarded
is this ass too big?
You could probably get away with a lot with a low resolution display, no gradient on the skin weights for the rig, straight up PSX era bending with crashing geometry.
It's a map of the faces on the model, laid out neatly to be applied without deformation. It's also called skinning, imagine a bear skin spread out like a rug so you can paint on it. Pic related is an old school assignment, you can see the geometry laid out on the top right.
It was allowed to overlay and stack faces to maximize texture space and resolution, since the texture required to fit 256x256 or 512x512 with less than 500 triangles. Stacking faces in the UV space is an issue once you introduce extra layers like normal maps (added depth to surface) or specular map (shiny or dull/matte surface) since they will appear as an anomaly wherever you stacked the textures and don't match.
The lesson keys on this class project was optimizing UV texture space to player/character view; is it an FPS or RTS? What's maximum legible space vs efficiency for resolution. Secondly the budget cost of beauty, the bevel face on the edge that are 0.5mm cost the same to render as the 1 meter face of an entire side of the AC unit.
If it's within the limit it ought to be taken advantage of.
Soooo... she's into Anal ?
Seiko didn't deserve to die just because her friend wouldn't come out of the closet.
Hey that's it! Thanks user.
Dump a mega of this, please
Tiger Shwart is cute choppy
Just save the files I posted user. That's all I have.
you never said anything about lowres textures, Walter
>Shwart
wat
>megaupload
yikes
i NEED to marry.
Dilate
I like low poly mommies.
Cynthia > Serena.
I need some non-zoomer bucking the lastest trend low poly in my life
Even if the name would make sense, that's not skinning, that's UV unwrapping. Skinning is assigning each vertex in the model to various rig bones with different degrees of influence, so it knows how to deform itself whenever the rig is animated.
UUNNGGGHHHH LOWER
How's this supposed to be low poly? Fuck off.
>individual fingers
endora>all
There's less polys than 2b's ass in that picture.
>tfw you'll never be able to be a game dev because it isn't actually programming its art and shit
Who made this one?
Same. Even if I have the programming and learn the art I'd still need music at the minimum. Voice acting and sound effects as well if I want it to be less generic.
It's still not lowpoly and 2B doesn't have that many tris in her ass, "that" picture is fake.
spire never ever ;_;
All that ass cream. Dealing with a dry butt is a pain.
What did Yea Forums think about DUSK's aesthetic?
I love it. Specially Episode 1, it kinda went downhill after that but the enemies are all top tier.
>no vibri
shame
>MFW indie devs prefer making ugly looking sprite games instead of cute 3d games with low poly count
Low poly actually takes skill to do.
Both skill, time, effort and costs. Especially the last one.
Too small
So does good-looking sprites but that doesn't stop indie devs from making ugly shit sprites.
Unlike many lowpoly work I see now and days from amateurs this could actually look like something from 5th gen if the clothing textures were less shoddy.
dilate doesn't beat anything unless you manage to hit an actual tranny tho
What game?
Stop typing like an incel
Indie devs are like craft brewers in that there's a lot of good stuff but shit that isn't some kind of roguelike procedurally generated metroidvania where MC isn't a block with appendages with less visual definition than Mario's NES-era sprites are rare as all hell.
You really expecting them to add a whole new dimension of movement when they can't even add meaningful depth to 2D titles?
Any good tutorials on making such low poly models and, especially, texturing them?
Just make roguelikes.
The fucking filename got me good
A lot of games ideas can work without much fancy art or music
Most can't.
What program is this? And what are some good programs to model with other than blender
Frankly, literally any competent (and that does include blender*****) 3D modelling suite + potentially 2D image creation program (your photoshops / gimps / kitra / etc.) would allow you to make modes at that tier. What you /need/ is to have amazing 2D artistic skill in order to pull those kinds of models off, as it's the texture that's practically carrying that entire model.
What would Spiral Knights be considered as
Will we ever get low Poly games again? Hopefully with a tight well made engine and not just Unreal/Unity meme engines?
it's not a program, it's a website called Sketchfab
Game engines are hard to make user, I've tried. Maybe if the engine was made specifically for the game but even that would be a huge investment.
What's wrong with blender?
there's nothing wrong with blender
he tried blender and couldnt do anything
instead of learning and getting better, he decided that the problem was with the software and thinks another program will magically make him better
what game?
>circumsoldier
Ayyyy
yes loads.
for extra modelling tips look at the wireframes for low poly models to see where their edge loops are
Blender is the best one I've used. Probably the best one for beginners too. Otherwise, I've heard good things of Maya but stay far away from 3DSMax.
An engine on par with N64 and PS could be done with relative ease. Relative. Still a huge amount of time.
>Otherwise, I've heard good things of Maya
It's Blender, but punishes you hard for working messy. You better know exactly how the fuck you're going to construct a model before you begin, there's no easy vertex bridging and edge-loop/boundary edge adjustment here.
Honestly, punished too hard. If you're not a shitter then you'll appreciate the UI. I am a shitter. I kinda want to go back to Blender, but my one non-flakey collaborator uses Maya.
very, very cute. I love low poly
3DS is the best version now if you want to play it.
Blood Drive is garbage
It don't think it's that big of a deal, Blender isn't that punishing, but I do come from Max, where you learn to fear the program the slightest fuckup will crash the program and corrupt your file or when you import it on the engine it will be completely fucked with fucked shading and scale or a million other things that will go wrong no matter the experience you have with it. The teacher that taught me modelling years ago had been using it since the 90s and still said it was a piece of shit. Blender is fucking zen in comparison. Maya is probably the best choice if you want to have professional jobs in the industry, but for that you have to be REALLY fucking good.
There was a thread on twitter for 'show something from your portfolio that got you your first game art job' and the stuff being posted was of insane quality.
Made me feel like shit, thats for sure
>low poly
>texture for single model larger than entire vram budget of many classic consoles combined
>Individual finger
>low poly
It will magically make him better. If blender isn't for him he should try all the different programs and see if one's particular work flow clicks with him.
Yeah 3D art is super competitive. There are so many amazing artists out there that your only chance is to be crazy fucking good or get there because of friends (which is honestly how I got my first job, the same teacher I mentioned earlier hired me, but as game generalist, not just for art).
To be a professional modeler you can't just like modelling, you need to be obsessed with it, to be extremely passionate and perfectionist, otherwise you really don't have much of a chance. Personally I enjoy modelling a lot but more than anything I'm a game designer, so I never really had a particular interest in being an expert modeler or anything so it doesn't bother me too much.
I love the look of low-poly games with unfiltered textures where you see all the big blocky pixels in the textures.
Are you joking son?
It can still be low poly with the index finger modelled. It adds a lot of flexibility to have that finger
Could always adapt one of the open source Quake releases or similar. 3D Realms is doing that with Wrath for example.
Too bad most game devs are allergic to the GPL.
I'm making this fella, a remake of the medic from Team Fortress Classic
Fluffy boi.
Because pixel art is more forgiving and generally people call pixel art at almost anything that's a bunch of colorful cubes, here I made you this, I'm sure someone will call it pixel art somewhere
>T.hack "artist"
Can we see the texture sheet on this one?
Way too many polies
because he remakes low poly to hihg poly user
But why if the design is 1:1? The polys don't do anything.
don't ask me
They're all fine, it's mostly whatever you prefer, and whatever the studio/engine needs for the pipeline. Most big studios use Maya because of it's pipeline of assets to the engine.
I've been using Maya for 10 years, and it's mostly from preference because it's what I started with. Fuck learning another set of hotkeys and UI.
you can always change the hotkeys
i angered it took this long for this to be posted you fucking weirdos
It was pretty good looking. Still amazing that every single room in the game has a fully rendered ceiling with unique assets, something that isn't even rendered unless you switch to first person view.
she dooooo
let us not even mention entire scenes, npcs and evironments, were baked with lighting literally for one scene
based and raidenpilled. Mk4 was underrated.
dat fucking ass.
I really want to learn 3D modelling but whenever my topology always goes to shit, I struggle to fix it and I give up.
That's not something incredible for high-end PS1 games.
dont use 3dsmax its like trying to fuck a woman with no dick fingers or a tongue
can you name another ps1 game that bothered to do it? I'd really like to play it
He just doesn't know what he's doing.
not to mention
>booty shorts
>blobby "pants" with a fucking inset square where it meets the boot
are you retarded?
I'll allow it, as it classifies the poster as a transexual.
Should I learn blender or maya better for this shit. My school gave me Maya
doesn't matter, you need 2D skills, which are more important than 3D software.
Maya is pretty much industry job standard, but its possible blender will have adoption in the coming years as its feature set catches up (especially now that 2.8 with eevee is out). It doesn't hurt to learn it if you can't afford maya/want to do your own projects.
...wot? I'm a 2d animator and I see far more work in 3d.
>Learning Blender
Sure, if you want to re-learn a proper software later
aslo
>learning 3D so you could do faux-CD3D shit
come on
there's nothing advanced about low poly modelling, it takes a bit of practice, but is nothing super advanced, most of the look is always good texturing.
Oh I misunderstood, I thought like general 3d modeling instead of lowpoly.
That is until you want to think about deformation, clean unwrapping and a ton of other things that make good low-poly art, instead of whatever is posted in this thread.
Even making Katamari Damacy tier of lowpoly requires know-how and experience, making Vagrant-story lowpoly is different league alltogether.
that's not modelling, but rigging and animating, which are diferent skills.
rigging is a complete diferent beast, and UVwrapping is also a diferent skill.
>that's not modelling
Sure thing, i'm sure that rigger is going to place the loops and hoops for you
>unwrapping is a different skill
Yeah, i hear all of those UV unwrapping artists are getting paid the big bucks.
well, basically you have modellers who are also most of the make also the textures (UV wrapping) but there's also riggers and animators.
most of the time AAA companies paid specialized workers, and generalists are more of smaller indie studios.
rigging is very good paid.
I don't see you posting any work retard
That's generally for film-grade cg where complexity is absurd and poly counts for hero objects can get into the hunrdeds of millions, not low poly shit for games. If you can't rig and uv the models you make you are the rankest of amateurs and will never find employment even at the trashiest of mobile shovelware sweatshops.
How does one go about making a low poly model anyway? I haven't tried modeling in a very long time, but the only experience I've had was a few days in an early version of Blender. It feels like low poly would be hard to make.
>re-learn a proper software later
Blender is actually being adopted more these days. Maya and 3DsMax are both declining in professional environments.
not really, being a generalist is useless for gaming companies, you usually specialize in one of the steps.
most of the gaming companies can afford specialist to work like a Ford card production company making their garbage.
concept art will be made by one guy following the art director.
sculpt model will be made and the retopo into low poly mesh.
same guy will may make the UV.
another guy will make the texture.
another will rig the model.
another will make the animations.
a diferent studio will make the cutscenes using mocap.
Is like a factory.
Only in smaller studios and indie guys you see generalists.
Of course a good 3D artist will know all, but nobody in the industry sees your rig or texturing or animator skill if you're applying for modelling and vice versa.
It knows that's just how you like it.
>talking, talking, talking, and even more talking
>not fucking scary at all
not worth your time