f32487 No.15337
What sort of constraints do people typically put on themselves for a "low poly" artstyle?
Do they limit themselves based on tris, verts, filesize or something else I can't think of?
f32487 No.15338
>>15337Also, does /agdg/ have any advice for low poly modelling? I want to make a Zulu Wars game, but use stylised low poly models so I don't have to worry about toasters having difficulty running it.
b04a94 No.15341
I wish I could do good low poly art.
f4a96d No.15343
Ahahaha, oh man.
That Rocketeer one has less than 800 tris and is using a 256x256 texture, and still manages to look better than AAA garbage. I guess "professionals" are just monkeys with tools after all. This damn industry has no talent or discipline, it's become soulless.
f998ff No.15349
It's all in the textures.
f998ff No.15350
2d8fd5 No.15361
I think it might not be so much a matter of limiting polygons but settling on a simplified style which doesn't require so much polygons and sticking to it. I have no modeling experience though.
861e65 No.15362
>>15349good look animating that
861e65 No.15363
>>15350modeling every roof tile isn't low poly
e3329e No.15405
>>15341I wish I could make models like this. Gotta keep grinding.
b05cbb No.15414
God I wish I could model stuff. I'm making like a tip down wasteland/s.t.a.l.k.e.r. game. Got the engine done and camera work/lighting, and would love to use low poly, but I completely suck at it.
51b5eb No.15430
>>15414Keep practicing Anon. Everyone can make decent low poly models as long as they keep at it!
91d4a2 No.15432
>>15414>>15343A big "problem" with lo poly modeling, is that you end up heavily relying on the texture to carry the model. And if you cant texture paint like the shit in the op, you end up with something less than ideal.
TLDR; You need to know how to paint to do good low poly and it really has (mostly) nothing to do with the model itself.
5db25d No.15434
>>15432Well pixelart like on the robot
>>15406 posted also looks cool if you ask me. Then again
good pixelart isn't easy either.
91d4a2 No.15435
>>15434I guess to clarify the real issue is still depicting form and light with a 2d texture. You'll notice that robot has some "edges" that aren't really there, that make it look good.
17a94e No.15442
this stuff is so fucking cute
d097fb No.15445
>>15432>You need good artistic talent to pull of a visual designWho'd have thought
ac4c7c No.15467
I really like the low poly look in vidya. It adds this sort of charm, I dunno.
78eab9 No.15472
>>15430>>15432Yea I meant the texturing, I'm actually not that bad at making the meshes, bones, and animations. Its just the painting :/
6ab98e No.15485
>>15467Thats because it is succinctly vidya, it is obviously not trying to be something that it isnt. So there is an innate confidence within that visual style when making Vidya.
91d4a2 No.15507
>>15472Post work, I'd like to see it.
670f49 No.15509
Textures still blow my mind. I don't understand how people can draw that well, as well as they can. I am just a worthless piece of shit
91d4a2 No.15510
>>15509Years of consistent practice.
It's like saying you cant understand how people can have huge muscles, but you're a manlet. Any most of the good artists I know (especially painters) cant even explain their process.
They just paint so much it became second nature. You can do the same if you paint everyday on a consistent schedule. The trick is that you have to enjoy it through the years of shitty paintings.
6ab98e No.15532
This is a good youtuber for learning how to do some low-poly stuff in Blender.
https://www.youtube.com/channel/UCMa6fnniydwjyNLlKahNhjAAtleast in regards to building low-poly work. The quality is still likely up to the skill of the artist.
5c6520 No.15721
really it seems like a visual preference
I happen to really like crisp low poly models, and don't give a damn about tris or file size as long as it looks simplistic and chunky.
>>15341Cosmic Break is a great example.
f224a7 No.15963
>>15532
Any guides for making chibi waifus?
704020 No.15984
>>15343
Every time I see that model it gives me boner.
0305e4 No.16155
>>15341
It's a shame that guy dropped off the face of the earth after he stopped modeling altogether. Just spent a few months drawing a bunch of bland, weeby crap and then peaced out.
a07e44 No.16343
>>15389
It's not that bad.
af6441 No.16355
>>15963
just import pic related, make a box with subdivisons, then move the vertexs to match the image shape for each side the best you can, honestly its not that hard. Im a total newb and made something decent this way.
b15004 No.16357
>>15434
>>15435
The robot is from a Metal Slug game, if you were wondering.
2641eb No.16364
>>15337
triangles and verts are almost the same thing, a model rendered with triangles is typically n + 2 vertices for n triangles
bea9ec No.16377
>>16364
Only if you're drawing with triangle lists (i.e. 3 full vertices for the first triangle, then 3 more full vertices for the next triangle, and so on, even if there are completely identical vertices used in multiple triangles)
If you draw with indexed triangle lists, however, it's split into two lists: A list of vertices in the mesh, and a list of indices of vertices in the list. The draw process is then like this: Read the first three indices, then read and transform/run the vertex shader on the three corresponding vertices, then read the next three indices, then read and transform those three corresponding vertices, and so on.
This usually saves a decent amount of memory on duplicate vertices (2-4 bytes per index = 6-12 bytes of index overhead per triangle, whereas a vertex can easily cost dozens of bytes, depending on your rendering architecture). More importantly, however, your graphics card can then cache the transformed vertices, such that when you use the same vertex in multiple triangles, it only has to be shaded and transformed once.
This "post-transform cache" has a limited size, however, so in order to optimize a mesh well, care must be taken to draw all of the triangles that use a vertex in rapid succession, ensuring that the transformed vertex will not get kicked out of cache by other vertices (thus requiring an additional run of the vertex shader). Fortunately, the artist need never worry about the order of their vertices, as there are existing tools and algorithms that handle index buffer creation for you. They need only concern themselves with reducing the total number of vertices in a mesh, and laying out the mesh and UVs such that vertices can be effectively shared between triangles.
d5a85a No.16596
>>16377
> i.e. 3 full vertices for the first triangle, then 3 more full vertices for the next triangle, and so on, even if there are completely identical vertices used in multiple triangles
That would be 3n, not n+2, though.
0033ad No.16673
>>16596
No, because the two vertices of the next triangle belong to the previous triangle, so you only ad another vertex to form a triangle with two existing ones.
0305e4 No.16764
My problem with most low-poly stuff is that none of it seems to be made with animation/use in an actual project in mind.
0cfe81 No.16774
>>15406
Is there porn of this?
865107 No.17540
Anyone has any good tutorials/references for semi-lowpoly art? I mean that kind of 3D we got from 1998 to 2002 or so. I realize there is quite the difference in triangle count in those three, what I'm going for is more like Arx Fatalis, but Morrowind and Quake 2 are also "in range" of my idea. I just find that kind of graphics to lend themselves very well to creating an atmosphere (probably because it leaves some bits to the imagination), on top of being a lot faster to make than 200k+ tri models.
>"Well it's low tri it's easy isn't it? Just boot up Blender and get going"
Well if there is one thing I learned is that it never is that easy. People got paid for this work, which means there is obviously something more to it than just like make models (there obviously needs to be efficient tri use and texturework, for starters).
2858c6 No.17639
>>17540
Check out Models-Resource, grab some models you like from less demanding console games (such as from PSP titles), then study their topology.
One you feel brave enough, take an afternoon to make a model of your own, then rig them and see how your topology works and looks pretty. If it doesn't, then you can just improve from there until it does. You'll get the logic out of model-making from this.
It's hard at first, but once you understand some basics, you should be able to work around pretty much everything with just a little bit of problem-solving. You just gotta have the will to make the first step aka boot up Blender.
57f420 No.17712
This thread inspired me to download Blender and have a bash myself.
I've got a long way to go, but at least it's something... R-right?
p-plz no bully
3d9742 No.17722
>>17712
looks better than some FF7 characters
57f420 No.17748
>>17722
Th-thanks, y-you too...
865107 No.17757
>>17639
Thanks m8, will try. Had no idea models-resource existed.
fb7e99 No.18019
>>15389
what if the game was top down?
17f09d No.18034
>>16355
Where do you find images like these? I'm looking for them to practice model design.
5afe35 No.18047
D-Did I do good?
Kinda-low-poly-but-not.
57f420 No.18066
>>18047
Looking pretty good m8.
But I would make her hands and wrists a bit smaller, she looks like she can palm a medicine ball.
f51994 No.18099
>>18034
I'm curious too. It's hard to ask an artist to draw a t-pose of one of their characters to practice modeling with because more often than not they hold way too much value in their work to let anyone do anything with their characters.
c073ec No.23804
51aa56 No.23806
>>18099
Codebros:
>spends months coding an entire game library
>Here's all the code I wrote, anyone can modify and distribute it for their own needs.
Musicbros:
>spends ten minutes churning out a great song
>Eh, it's just a hobby, man. If you like it, do whatever you want with it, put my name or don't, I don't really care.
Artfags:
>takes 5 minutes to draw an outline of a character in a T-pose
>okay that'll be $700 plus tip oh and you're not allowed to modify my work or show it to anyone else or use it in a game or video regardless if you're making money from it and the license is my own CSL license which stands for "Creative Slave License" which means you have to put my name on the texture, the model, and have my name tattooed across your forehead to have the privilege of using my art for 3D modeling and I reserve the right to sue you if I don't like the model you make using my art :^)
f4fe0e No.23808
>>23806
I've noticed art/design-only artists are expensive as hell.
The more reasonable ones can do 3D modelling as well, and what's better is they know what kind of design doesn't make it a headache to model.
23e52d No.23827
>>23806
Wanna be artfag here, I hope to one day not be that person. I only do this as a hobby, so I think at least at first most of what I do will be released under some open license. Maybe non-commercial use clause, maybe just accreditation only.
Love those models!
e54d64 No.23844
I really like this style. Let's say I already know the workflow for 3d meshes in Maya, what's the best way to go about painting them for a hand painted look such as >>18099? Would substance painter be good for this?
c073ec No.23853
000000 No.23881
>>23806
I feel like most artfags (excluding me) feel like they "make" the game, almost as if they believe visual design is the most important part.
c073ec No.23889
this thread reminds me this game.
ef4cde No.24245
How frowned/accepted is it to model in separate pieces when going lowpoly? Like limbs being separate from body. I might give it a shot but I'd probably want to be cheap about it since I hate the tedium of modelling.
>>24229
Brad Plyr
650845 No.24249
>>24245
oh shit, well anyway here's the updated version, you think it's good?
402c19 No.24251
>>23806
Independent artists cost a lot because it's usually a more profitable use of their time to draw furry porn on commission. They only seek out other work in order to keep themselves sane.