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Welcome to AGDG, keep working on your game anon!
See also: /ideaguy/ | /vm/

File: 1428127151604-0.gif (2.17 MB,400x400,1:1,Coffekoma.gif)

File: 1428127151604-1.jpg (100.07 KB,716x1115,716:1115,Rocketeer.jpg)

File: 1428127151604-2.jpg (107.8 KB,940x850,94:85,1421546048178.jpg)

0ef688 No.15337 [View All]

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?
22 postsand14 image repliesomitted. Click reply to view. ____________________________
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0ef688 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
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0ef688 No.15510

>>15509
Years 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.
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0ef688 No.15532

This is a good youtuber for learning how to do some low-poly stuff in Blender. https://www.youtube.com/channel/UCMa6fnniydwjyNLlKahNhjA

Atleast in regards to building low-poly work. The quality is still likely up to the skill of the artist.
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0ef688 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.

>>15341
Cosmic Break is a great example.
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0ef688 No.15963

>>15532

Any guides for making chibi waifus?

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0ef688 No.15984

>>15343

Every time I see that model it gives me boner.

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0ef688 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.

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0ef688 No.16343

>>15389

It's not that bad.

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0ef688 No.16355

File: 1430202627090-0.jpg (115.58 KB,1200x1200,1:1,bg_biceps_a.jpg)

File: 1430202627090-1.png (107.86 KB,411x628,411:628,lmao.PNG)

>>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.

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0ef688 No.16357

File: 1430207814200.png (17.16 KB,304x224,19:14,Dragon_Nosuke.png)

>>15434

>>15435

The robot is from a Metal Slug game, if you were wondering.

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0ef688 No.16364

>>15337

triangles and verts are almost the same thing, a model rendered with triangles is typically n + 2 vertices for n triangles

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0ef688 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.

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0ef688 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.

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0ef688 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.

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0ef688 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.

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0ef688 No.16774

>>15406

Is there porn of this?

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0ef688 No.17540

File: 1432287671474-0.jpg (115.45 KB,1024x768,4:3,arxfatalis.jpg)

File: 1432287671474-1.jpg (208.15 KB,1024x726,512:363,morrwind.jpg)

File: 1432287671474-2.jpg (230.39 KB,800x600,4:3,quake2.jpg)

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).

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0ef688 No.17639

File: 1432490148941.jpg (441.57 KB,1920x1032,80:43,Leefa.jpg)

>>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.

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0ef688 No.17712

File: 1432673464837.png (26.24 KB,460x688,115:172,Low Poly Red Soldier.png)

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

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0ef688 No.17722

>>17712

looks better than some FF7 characters

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0ef688 No.17748

>>17722

Th-thanks, y-you too...

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0ef688 No.17757

>>17639

Thanks m8, will try. Had no idea models-resource existed.

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0ef688 No.18019

>>15389

what if the game was top down?

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0ef688 No.18034

>>16355

Where do you find images like these? I'm looking for them to practice model design.

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0ef688 No.18047

File: 1433312458858-0.png (25.46 KB,651x651,1:1,rig_showcase_topo_01.png)

File: 1433312458859-1.png (1.21 MB,651x651,1:1,rig_showcase_topo_02.png)

File: 1433312458860-2.png (1.21 MB,651x651,1:1,rig_showcase_topo_03.png)

D-Did I do good?

Kinda-low-poly-but-not.

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0ef688 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.

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0ef688 No.18099

File: 1433382780011.png (449.09 KB,830x720,83:72,1433329212927-1.png)

>>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.

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0ef688 No.23804

bump

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0ef688 No.23806

File: 1447381611345-0.png (548.67 KB,1073x660,1073:660,1436237483290.png)

File: 1447381611347-1.jpg (133.5 KB,576x736,18:23,1433323392038.jpg)

>>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 :^)

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0ef688 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.

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0ef688 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!

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0ef688 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?

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0ef688 No.23853

>>17540

>>>22136

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0ef688 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.

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0ef688 No.23889

File: 1447756563017.jpg (92.35 KB,705x344,705:344,subway-surfers-sydney.jpg)

this thread reminds me this game.

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0ef688 No.24229

File: 1449288180939.png (167.69 KB,1720x920,43:23,bradplyr.blend.png)

guess who I'm making

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0ef688 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

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0ef688 No.24249

File: 1449364571477.png (169.71 KB,1720x920,43:23,bradplyr.blend.png)

>>24245

oh shit, well anyway here's the updated version, you think it's good?

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0ef688 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.

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0ef688 No.26919

>>15338

black face the game.

"WHY DONT UROPENS MAKE GAME WHERE WHE WHERE KANGS"

"WE WHENT TRIBALS LIVING ON THE WRONG SIDE OF THE SAHARA DESERT AND SHIT"

"WE BUILD CIVILISATIONS AND SHHHHEEET"

but honestly good luck hope for the best but prepare to be bum rushed by "Nigerians" calming to be Zulus that are from the other side of the continent, with no trade or travel connecting them.

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0ef688 No.26944

Nobody realizes it's easier to make a highpoly model with normalmaps and the like than a lowpoly model. You're not putting in less detail to a low poly model. You're just compressin the same amount of detail but into a smaller canvas.

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0ef688 No.26951

>>15337

>low poly

Here you go.

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0ef688 No.27162

>>26944

Isn't that the whole point of going low poly though? To compress the shit out of your game?

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0ef688 No.27204

File: 1467929306932-0.png (59.33 KB,960x540,16:9,Humvee 1.png)

File: 1467929306932-1.png (47.76 KB,960x540,16:9,Humvee 3.png)

File: 1467929306932-2.png (22.8 KB,960x540,16:9,Humvee 6.png)

File: 1467929306932-3.jpg (23.86 KB,1099x672,157:96,kalasnikov 1.jpg)

File: 1467929306932-4.jpg (21.32 KB,898x545,898:545,kalasnikov 2.jpg)

I wish i could do better

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0ef688 No.27207

>>27204

That's actually pretty good. Well done.

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0ef688 No.27210

File: 1468015204438.gif (3.6 MB,960x540,16:9,output_e0n4wQ.gif)

>>27207

Really? Thanks, I guess.

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0ef688 No.27213

>>27210

Looks decent if viewed from very far away. Could be used in an RTS with tons of units for example.

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0ef688 No.27217

>>27213

I think so too, now I wish I could make an RTS.

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0ef688 No.27248

really just use as few polys to make a strong silhouette of the character, games like minecraft do this poorly as all the models are virtually the same and don't accurately represent the object

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0ef688 No.27968

File: daed22da74351b5⋯.jpg (69.52 KB,640x219,640:219,12760163035_bd40688053_z.jpg)

File: d47e46ac831ec03⋯.jpg (39.68 KB,640x263,640:263,10407808903_15f4c959b5_z.jpg)

Did these for a minecraft mod using only cubes.

Its pretty much are you good at art or not.

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