847df5 No.14610642
I wish i could make such comfy or cute models as some of the amazing low poly stuff that gets no love compared to [GENERIC INDIE (((8 BIT))) SPIRTEART #13235465]
7cb704 No.14610652
Nah, 2D 16-32 bit is by far
015d3e No.14610698
Any style is good if it's done well. Attempting a style doesn't automatically make the art good.
2990af No.14610711
YouTube embed. Click thumbnail to play.
>>14610698
Agreed. Low poly is not automatically good.
2990af No.14610714
HookTube embed. Click on thumbnail to play.
>>14610711
fuck I meant to hooktube
89d5cf No.14610725
>>14610642
start by sketching a character front and sides and figure out how many points actually have to be represented by a base model. Mark those points and you have the beginnings of lowpoly
7cb704 No.14610740
>>14610714
Holy shit. What the fuck.
89d5cf No.14610769
>>14610714
I wish I were faster at churning out content. Then maybe I could have beat shit like this to market with an actually good game to give lowpoly a foothold
256874 No.14610834
Low-poly is going to be the next pixelshit. Screencap this.
80ced5 No.14610839
195b0c No.14610845
Low poly can be great but as others have said its really down to the chosen style.
256874 No.14610847
>>14610839
I've yet to notice a flood of indie titles with that look but we'll get there I'm sure.
562979 No.14610856
>>14610711
>postmodern RPG
d36482 No.14610883
>>14610642
Is this a rebuttal to that other thread about how this artsyle is the new pixelshit?
>>14610804
>1st pic
That hair is way to smooth to be lowpoly
41c673 No.14610889
262f8d No.14610915
>>14610889
1) find random model
2) lower the poly count
seriously, it's not hard
262f8d No.14610924
Half of these aren't even lowpoly.
bc949a No.14610934
>>14610883
you're correct. I fucked up and mass selected instead of expanding each image before posting
41c673 No.14610942
>>14610915
no, how do i create low poly, what kinda software is used. im not using other people models
bc949a No.14610955
>>14610942
blender is free on steam
you gotta make the shapes, then make the textures.
also that dude is fucking with you. you cant just take a model and "reduce polygons", they gotta be custom made
41c673 No.14610960
>>14610955
i see, thanks. I rly like aesthetics of >>14610867
59d9eb No.14610961
>>14610955
>using blender via steam
Why.
7bba7a No.14610966
>>14610961
so all your steam friends can see you're a 3d artist and steam can track all the time you spend "devving" in blender of course!
0ad24f No.14610978
4316cd No.14610984
>>14610642
Lowpoly is the new Pixelshit.
Ironic.
01e120 No.14610990
>>14610955
Question, where do you even begin with texture drawing? Is there a tool which lets you draw on the models themselves which is then packed into a 2D texture? Because I can't imagine drawing textures onto a model by directly editing the texture file where you can't tell what gets drawn where.
bc949a No.14610997
>>14610990
I wouldnt know tbh. I havent even opened blender once.
7bba7a No.14610999
>>14610990
3d models have a ton of maps drawn onto them, one of those is the UV Map, it keeps track of how much texture space to assign to each of the model polygons.
In order to draw textures on them, you flatten the models surfaces on the UV map, then assign a color map to it
af2abe No.14611000
>>14610990
You can generate a UV map to assign a colour to each face of the model, which you then use as a reference while editing. Plus if you can save your texture then refresh the render in your 3d modelling program to see it update.
ba993b No.14611002
>>14610999
>>14611000
there are tools that let you paint directly on the model
57cd13 No.14611004
>>14610990
>>14610997
Blender has precisely that, but usually you'd have two views open in parallel, one for the UV map and one for a 3d view of the model so you can see what you're doing in real time. But yes. usually you'd mark out shit in advance like >>14610999
7bba7a No.14611011
>>14611002
You still want a good UV map for your model, else you'll end up with weird spacing, overlapping polygons sharing the same map space and having some areas wat up more details than others.
Hell ZBrush used to automatically make an UV map with all the polygons being squares of the same size, you can draw textures on them, but they're going to look like shit in the actual color map.
ba993b No.14611018
>>14611011
>You still want a good UV map for your model
Completely unrelated to what I just said, neck yourself.
7bba7a No.14611022
>>14611018
Maybe read the whole post next time faggot
7bba7a No.14611024
>>14611011
>>14611022
>>14610999
>>14610966
And will somebody stop me from getting all these dubs?
27567e No.14611072
YouTube embed. Click thumbnail to play.
the UV map is the 3D model unfolded and laid flat
a good UV map has minimal to no stretching or altering of the polygons
762e2c No.14611080
>>14611018
Even if you paint directly onto the model, the UV still affects what it will look like you know.
de39ff No.14611100
>>14610955
>blender is free on steam
It's not just free it's free as in freedoom
ff4801 No.14611103
>>14610711
Even as a stylistic choice, the choppy animations are just ugly. If you're using low poly stuff so as to save time and such developing a game, at least make the animations look good
1f9b72 No.14611107
>>14610955
>blender is free on steam
Why the fuck would you download it through Steam instead of their homepage?
de39ff No.14611112
>>14610955
>you cant just take a model and "reduce polygons", they gotta be custom made
That's not true, All models use polys and poly count can easily be adjusted.
It might not look as good but it is by definition exactly what low poly means.
5a45b6 No.14611131
>>14610714
>musical themed mario rpg combat
God that sounds like fun. If you stripped out the pretentious story they've shown off and the hipster/diversity hire characters, you could probably find a solid idea in there somewhere.
Why they would choose to make the battle menus so horribly shit is anyone's guess.
That cityscape movement where the random strangers collapse as you walk away from them is actually pretty neat, though. Makes the city look "alive" but not at the same time, as they're all just the same and fade as you walk away.
900d34 No.14611147
>>14611107
That's pretty homosexual, doubt you can even get experimental builds.
5a45b6 No.14611152
>>14611147
https://builder.blender.org/download/
Of course you can get bleeding edge releases, and obviously you have the git and can compile from that.
Steam would take longer as they need each new build approved by Steam.
900d34 No.14611196
>>14611152
I know this, that's why it seems both gay and retarded.
b6eada No.14611219
>>14611103
It's so noticeable, it really doesn't look good like that. What could be it's purpose looking so choppy?
5cf275 No.14611222
>>14610942
How about you learn how to capitalize and punctuate before asking for help on the internet? You fucking 12 year old nigger.
>>14610934
>>14610955
>Minecraft
>Adventure Time
>Scott Pilgrim
>Homestuck
That's really gay anon
b6eada No.14611227
>>14611131
The combat inputs look so slow too. The follow up animations too. They animations don't seem to correlate to your successful inputs, so what's the point of having timed inputs at all? That's half the fun of the system, watching Mario and Luigi carry out your inputs in succession with varied animations depending on your timing wouldn't be as enjoyable if it was just the same animation and the difference was damage outcomes.
037b3f No.14611228
Over a year ago I started learning how to make models and textures in Maya. I haven't used it since I made these in pic related (busy doing other stuff), but it was enjoyable learning a new skill. I don't think these are as good as other low poly models, because there's a lot I still don't understand, but it was fun. I did start adding a skeleton to the little Oni character, which was really hard, but I never got round to actually animating him.
5cf275 No.14611231
>>14611072
>posting a faggot who uses a facecam for tutorials
>YouTube link
a24a38 No.14611232
>>14611112
Is there an option/slider for reducing polygon count?
59d9eb No.14611247
>>14611228
Nigger, that looks great.
59d9eb No.14611248
>>14610966
>having steam friend at all
Even worse than just having steam.
7bba7a No.14611257
>>14611232
There are options, but they're usually not very precise and tend to create artifacts and errors in the model's mesh when you try to reduce the polycount too much.
If you need to create a low poly model, you're far better off starting from a plane and modeling line by line or vertex by vertex.
037b3f No.14611295
67c39a No.14611403
>>14610714
>>14610711
Can't wait for that piece of shit to come out so we can roast it. It markets itself as Earthbound but it's just Wild ARMS 2 with mario rpg mini games in battle.
e3c537 No.14611452
I know I need to improve, but pls rate.
847df5 No.14611454
adbf50 No.14611462
>>14611452
even if low poly, there's some sort of ratio/proportions that needs to be followed.
maybe looking at some loomis books would help.
8dc541 No.14611465
e6ac17 No.14611474
>>14610642
>lowpoly_character_by_yeon
isn't that just Tiz from Bravely Default?
good work emulating the style, though
>>14611452
start with doing a proper T pose and then realize her head is a least 1.5 times the height it should be, among other things
4fc44b No.14611475
>>14611452
the head is too big and too tall
0794a2 No.14611484
570ae4 No.14611492
>>14611231
>facecam
what did he meme by this?
037b3f No.14611497
>>14611452
I don't have the most experience, but I think you should try imitating the proportions of the characters in OPs pics. The 4th pic might be the closest to what your were trying to do.
Also, maybe try higher res textures? I'm not sure how to fix it exactly but your texture for her plugsuit looks really pixelly or something. Did you use photoshop or a pixel program?
e3c537 No.14611509
>>14611497
I was trying to make a pixel art texture but It came blurry.
56f4ff No.14611513
>>14611112
You're absolutely right. For 6th (and some of 7th) gen games, the low-poly model you use in-game is often modified from the hi-poly version you see in all the FMVs.
>>14611509
In your image editing program or the modeling program? For the modeling program, turn off texture filtering.
037b3f No.14611516
>>14611509
Oh, in that case, try exporting the texture in a bigger resolution? It might be too small. Other than that I'm not sure.
e3c537 No.14611523
>>14611516
>>14611513
I was trying to make a low poly pixel art azuka.
56f4ff No.14611531
>>14611523
Try actually reading our posts you illiterate nigger
e3c537 No.14611541
>>14611531
I know about turning off antialising and box filtering, for some reason my nigger blender didn't want to render pixels.
8fb48b No.14611553
>>14611523
Your textures are blurry because of how you unwrapped the uvs. There is a craft to everything and this includes uv unwrapping.
Your model looks like a ps1 blow up doll. Learn to draw properly and come back to modeling in 5 years.
Alternatively use t pose references of other peoples drawings and learn to model well. I don't recommend this second option because you wont have the fundamentals to know if what you're making looks good or not.
375801 No.14611640
Not THE best, but along with >>14610652, they make the best choices.
aaa777 No.14611893
The obvious secret behind lowpoly (and all 3D art, really) is having someone who can actually draw good textures. They don't have to be superdetailed, but they have to get the details they DO have right, and a lot of people fuck this part up really badly.
9cb7e1 No.14611917
>>14611452
It looks like a bootleg chinese version of worst girl. Her head is especially too tanned and all fucked up. Are you going for kind of chibi proportions there?
Also…
>tumblr filename
Anon is there something you're not telling us?
9cb7e1 No.14611940
>>14610804
Im in love with those wendy and vivan models.
In fact, I love all of your models anon, you're one talented mother fucker.
sage for doublepost
530bab No.14611988
>>14610889
milkshape or blender, first is easiest and has a million export formats out of the box, the second is more industry standard and supported but complex to use.
530bab No.14612001
>>14611452
learn to draw the human form first, there's a bunch of resources at
>>>/loomis/
a33185 No.14612023
>>14610847
Sea of Thieves.
a24a38 No.14612058
>>14612023
Eh that is more so generic cartoon style more than specifically low poly. It was a mixture of laziness by the artist and the modelers rather than attempting to capture anything.
4816f7 No.14612363
>>14611917
Pretty sure he's an Argentinean nigger who's derailed several /agdg/ threads with his autism. You can listen to his "music" at https://project-sen-game-blog.tumblr.com/tagged/music and see his workstation in pic related.
67c39a No.14612374
>>14611917
>worst girl
Mari exists and is twice as bad as Asuka.
d2cad8 No.14612589
>>14612363
>Pretty sure he's an Argentinean nigger who's derailed several /agdg/ threads with his autism
I never noticed that. I haven't been on /agdg/ for a while, but rottonredditor is still at it after a year now and most recently /leftypol/ although Karl Mark shut it down.
d2cad8 No.14612634
Low poly only worked back in the day because CRTs did a lot to cover up jagged edges. Nowadays you have 1080p and up, so all modern lowpoly goes for this stylistic cartoonish aesthetic. Makes me wonder if there's a way to pull it off without having the issues of either of these.
bc949a No.14612650
>>14612634
>only worked back in the day
>>CRT's
you better not be that CRT faggot who ruins every emulator thread
d2cad8 No.14612684
>>14612650
Probably not. I rarely leave /agdg/ with the state of this board and, believe it or not, more than 1 person on this board is old enough to remember/own CRTs. It's not even CRT vs LCD really, just resolution. Take dungeon keeper for example. At a low resolution the sprites and the polygons blend almost perfectly together and it fits the syle almost perfectly. Turn it up, and you can see every polygon and it looks like dogshit.
This is where the "This game looks way worse than I remembered" effect comes from.
a5474c No.14612689
>>14610642
The stuff you posted doesn't look good just because it's low poly, it looks good because it's well designed and only uses as many triangles as it needs to fulfil that design.
Just because some artists are good at working within certain limitations doesn't mean you need those limitations to make good art. A polycount four times high wouldn't make them better, but a lower polycount doesn't either.
7bd99e No.14612698
>>14612363
>toshitba
I'm surprised the hinges didn't snap in two when he dropped it, you'd be surprised how often that happens with these laptops
48529b No.14612834
>>14612634
Renounce AA, learn to love the jag.
>>14611452 Anon that looks like total shit
000000 No.14612927
>>14611107
>Why the fuck would you download it through Steam instead of their homepage?
Why the fuck would you download it through their homepage instead of using your package manager?
ba993b No.14612962
>>14611452
This is absolute shit. Get off my board.
8aa420 No.14612971
>>14612684
>This is where the "This game looks way worse than I remembered" effect comes from.
Another problem is that our display technology used to be better quality, with better colors and motion clarity, and weren't based on a standard that was already dated by the time companies switched to it.
8af9fb No.14613092
>>14610934
>that zelda pic
Lowpoly for sure, but voxels are their own distinct category. Probably not what OP had in mind.
7b44bb No.14613177
No, but low poly with high quality textures is nice. Compare all the tumblr garbage dumped in this thread with actual video games from two decades ago. The latter maximizes each tri while minimizing jagged edges and covers them up as much as possible with texture design.
a30a22 No.14613250
>>14613117
>phoneposting
All and any points you may have tried to make are moot now.
6d0a3c No.14613291
It's all about how you make use of it. Even realistic-going graphics can age well if the designers were competent. Just look at Splinter Cell, still looks pretty f'n decent for a game that old.
Compare that to CoD Modern Warfare.
69a237 No.14613304
>>14613250
>moot point
Fuck off back to cuckchan
8aa420 No.14613395
>>14613177
At the end of the day consumer products are consumer products, if the consumer isn't happy the product doesn't sell, so companies will sell their products to people who they think will buy it, market it. If the management of the company is shit they will release shit, the same if independent developers are retarded themselves, if they're fucking retarded their product will also be shit. A conveyerbelt of shit.
bc949a No.14613593
03e95d No.14613881
>>14612058
What the hell is happening in that webm? Did a fucking krakken eat the anchor?
23ce7c No.14613995
This guy is alright, I'm glad he's at least found his niche after floundering for years.
d2cad8 No.14614008
>>14613995
Reminds me of White Night.
610520 No.14614025
>>14611988
I recognize that statue, still gets a chuckle out of me
>>14613881
The ocean be a strange place
e728c9 No.14614036
>>14611452
>tumblr
unless this is newfag bait I'm falling for, Asuka's aesthetic is tall, slender and cunty. As you've constructed it she looks like a stout endomorph, and she should look like an ectomorph.
20fee6 No.14614038
>>14613881
The brakes failed because they let the anchor move too fast, causing it to run away entirely. Brakes were probably in bad shape in the first place, to boot. Those things are absurdly heavy in the first place, and you've got the entire weight of that massive chain to boot. They're lucky that nobody got killed. Anchors and chains are so expensive that chances are, the company will drop half a million to a million on contracting someone to retrieve it. Still cheaper than a full replacement.
Also, noteworthy - just because the anchor chain ran out that much, that's no indication of how deep the water is. Even after the anchor hits the seafloor, you've still got the weight of all the chain from the ship to the seabed pulling more chain out with it.
A buddy of mine once lost an anchor that way. It was not a good day for him.
35b6e4 No.14614040
>>14613881
I think anchors drift diagonally when dropped while the ship is drifting away, so it probably didn't touch the seabed yet and once the amateur messed up the brakes (or they broke) on the mechanism it spiraled out of control. Even brakes won't stop it so the weight of the anchor just snaps the chain once it runs out.
Ships also don't use anchors in deep water bc they'll be useless.
090aae No.14614306
>>14611452
Those eyes are complete shit, that pose is not relaxed enough, she looks like she's straining a little to hold the pose, you don't want to pose a character like that, she looks very flat.
Form/silhouette is very important with low poly models, then texture work.
6a1240 No.14615242
>>14614038
I don't know if that's scarier than the prospect of a deep sea creature yanking on the chain. What formidable forces.
5b7a57 No.14615313
The true question is:
>unfiltered, ps1-style textures
OR
>filtered, n64-style textures
ce1761 No.14615340
>>14610804
first one is great 11/10, the second one is adequate and the rest are garbage.
>>14610867
looking good
>>14610934
all garbage
>>14610955
garbage
>>14611228
has potential but the character design is unappealing
>>14615313
10/10 for both models also unfiltered always
>>14610642
the first picture is mediocre, second, fourth and fifth are good, third is passable but bland.
0f6e33 No.14615350
561923 No.14615370
>low poly
>when you could have pixel art pretending to be low poly
6f25e7 No.14615396
>>14615370
Art like that is made by turning 3d models into sprites, so it's literally the opposite
31763d No.14615400
>>14615370
Ghost Trick is rotoscoped. Not that it doesn't look damn good, but still.
d72c11 No.14615876
>>14610642
Why doesn't anyone make a low-poly game on PC that takes advantage of the freed-up hardware resources to have complex AI, physics, destruction, weather, dynamic fog/dust, water, reflections, complex lighting/shadows or anything else that is otherwise taxing ??
787628 No.14615880
>>14615876
>Why doesn't anyone make a low-poly game on PC that takes advantage of the freed-up hardware resources to have complex AI, physics, destruction, weather, dynamic fog/dust, water, reflections, complex lighting/shadows or anything else that is otherwise taxing ??
it's what i intend to do. but thta'll be at least a decade away.
d72c11 No.14615890
>>14615880
You should try using raytracing then.
Nvidia and AMD are coming out with raytracing techniques to create far more realistic lighting/reflection/refraction/shadows, but it is still very taxing so they expect any implementations to be combined with older techniques. Games designed around low complexity may be the only ones that can really push these new technologies.
3b0cfc No.14615902
>>14615876
I've always wondered about that. I just want a BG-style, isometric cRPG which can entirely focus on mechanics and a really branching narrative by cutting back on graphical assets and voice acting.
8cc251 No.14615962
>>14615876
>why doesn't anyone cut back on useless bloat (and do so in a way that will take even more effort) in order to free up resources for things that are complex and time-consuming to create, but will be glossed-over and ignored by 90% of their potential customers ??
Gee, I dunno.
be85a0 No.14615983
>>14615370
>>14615400
I'm pretty sure that's literally just 3D without shading or antialiasing.
20fee6 No.14616021
YouTube embed. Click thumbnail to play.
>>14615242
There's a lot of really nasty shit that can happen on a ship. Synthetic lines parting can bisect you, although because they're low they generally just cut your legs off. Have a classic navy training video, skip to 3:20 or so.
476122 No.14616093
>>14612589
Has it really been over a year since rottonredditor came into town? Damn
5b7a57 No.14617241
>>14615890
But what's the point of photorealistic lighting if you're using low-poly models?
31763d No.14617275
>>14616093
I should go digging for the screencap I have of Dyack answering a question about Eternal Darkness when he dropped by. Curious as to how long that was ago now.
On that note, recall that it is now four-going-on-five years since video games didn't have to be games. Time is passing.
31763d No.14617299
>>14616093
>>14617275
Oh, and I found it. It'll have been three years since then come July.
561923 No.14617361
>>14615983
no they're sprites drawn from 3d models, the distinction is important because sprites tend to look much better than 3d models on the DS' low resolution
36eb8f No.14617414
Every aesthetic is the best if done right
bc949a No.14617422
>>14617361
Another Example of "3D converted to sprites" would be DK Country, or even technically old school Mortal Kombat
6f25e7 No.14617611
>>14617422
A more recent example is dead cells
bc949a No.14617640
>>14617611
what game?? that looks rad!
6f25e7 No.14617660
>>14617640
>what game??
Gee, I don't fucking know, what could it be
32001c No.14617734
you cannot get less poly than this
d72c11 No.14618239
HookTube embed. Click on thumbnail to play.
>>14617241
Here's an example from (((EA))). Geometry is not as simple in complexity as I'm thinking of but it gives you an idea nonetheless.
c22094 No.14618257
>>14617611
Dead Cells' animation and sprite work just screams Shaq Fu every time I see it. The game does look at least halfway decent, unlike the aforementioned title.
aa0ecd No.14618274
>>14617640
its super mario brothers 2
061b4b No.14618318
HookTube embed. Click on thumbnail to play.
>>14611131
The issue is that the "musical minigames" for the combat look really awful and pass by too quick to do anything "musical" with them. But yeah, if you pitched that idea to me I'd probably throw some money if I was an actual investor.
>>14615876
Because that doesn't sell. Resources are so free at this point, there's no reason people don't have great AI or any of that shit because it's not easy to sell. Make your game look better, and ad some flashy quick time events and you can easily sell your game. My dream game is to play as a Bethesda-like player character fucking around with a massive 50-players RTS/Citysim fuckfest run entirely by AI. Explore the world and pick a city you like and help it out however you want, or sabotage it But we can't have anything other than high fidelity scripted shit because you can't make trailers and TV commericals that make people want to buy it. Hell, Battlefield 1 actually added in that shit at the cost of actual game play. If you get an "instant kill" with a melee weapon, it locks you into a long drawn out animation that takes longer to complete than just swinging the weapon normally, and will often get you killed because you can still take damage while in the animation. I wasn't even thinking about this before I started typing up my post, but that shit really fucking pisses me off. Embed is really shitty video showing off the takedown animations to showcase how worthless they are. But it looks neat, so lets shit up the game with them, showcase it in advertisements, and then claim it's a "gameplay feature"
bc949a No.14618343
>>14618318
STALKER is pretty close to what youre talkin bout
f3f084 No.14618357
>>14615890
>>14615876
You sound like a 16 year old who's just learned how to hardware.
061b4b No.14618371
>>14618343
But I want to be able to help them out by even taking over as a skilled blacksmith/upgradeding buildings/fetching materials. It you could play a comfy experience and help just as much as fighting everywhere, plus have townspeople with personality that greet you and recognize you like in KC:Deliverance for maximum comfy.
d72c11 No.14618391
>>14618357
Rendering more polys does consume more resources. Said resources freed up can be used for other tasks. Resource allocation is a simple concept. Even a (1) should understand it.
87bcd3 No.14618408
>>14610711
Been awhile since I've seen this game here. Is it still not out?
>>14610867
Never ever. ;_;
>>14610961
Because it's more convenient getting updates that way.
f3f084 No.14618444
>>14618391
I'm not saying you're wrong. I'm just saying you sound like you just learned about this shit and you can't wait to tell the world.
5b7a57 No.14618476
>>14618371
If you can stomach MMOs (I can't so this is a blind recommendation) Mabinogi has comfy skills:
>>14608790
caad33 No.14618484
>doing the least amount of work and telling me it's good
I dunno shekelstein, it sounds pretty dubious.
5b7a57 No.14618496
>>14618484
Actually, making good-looking models with low polygon counts is harder.
11df45 No.14618551
>>14618484
>doesn't require high-end corporate hardware to play
>doesn't need a huge team of modelers bloating the dev team
Yeah, sounds real dubious. We should probably stick to playing AAA games, fellow gamer.
caad33 No.14618609
>>14618551
people who don't have high end hardware are poorfags that need go back to the fucking ghetto like the niggers that they are.
c9d3e5 No.14618630
>>14618609
>M-m-muh Jews
>IF YOU DON'T BUY THE NEWEST NVIDIA PRODUCT THEN YOU'RE A POORFAG
Have a (you) since you're clearly so thirsty.
caad33 No.14618638
6f25e7 No.14618641
>>14618638
Watcha doin there, rabbi?
9abaf6 No.14618691
>>14618496
Fucking this. I can make a couple circles, add two filters, and have a fucking owl, but going through adjusting everything vertex by vertex to look and deform properly when there's hardly anything to work with is hell. The more vertices you have, the more data there is for everything to work with, the more the computer can do the work for you.
caad33 No.14618704
>>14618691
homie just start with a cube and use the cut faces tool and extrude tool ya dumb fuck.
052654 No.14618853
>>14610642
It's about how low poly graphics for you to not make things realistic. The second a game tries to be too realistic it loses all it's charm & creativity.
69c273 No.14618892
>>14612634
I assume you can just round the edges yourself, sort of a false style like how Shovel Knight did with NES art.
Low poly as a whole, but you round all the jagged edges just enough to make them look smooth.
In other news does anyone know some good places to start with learning this stuff?
I've been on the fence on it for a while now since I've been trying to practice pixel art but have a stronger interest in making 3D games to sort of mix the two interests into one.
Knew enough to grab blender, found a tutorial series I've been following but if anyone's got some specific tips for this or good references that help explain why things work I'd appreciate it.
53242f No.14618905
>>14618898
nice try /sp/ or whoever you are
69c273 No.14618913
>>14617611
Actually I think Dead Cells is just pixel art, not 3D flattened down or anything.
bf3010 No.14618921
>>14618853
Great pic, very well said, Who is that?
96238e No.14618936
>>14613995
Source?
>>14615370
reminds me of alone in the dark
6f25e7 No.14618943
5148f0 No.14618977
>>14612927
>downloading
Every real giga nigga OG gangsta knows you only inject your cyber-testicles with liquid nanomachines loaded with organically grown apple-proof vodka data
please mega bitch get on my level
3c610a No.14619002
>>14615313
Should use lossless .png for comparison, since low quality .jpg's makes ps1 look practically filtered anyway.
f8d796 No.14619025
>>14610642
Second image looks suspisciously like Tiz Arrior from the Bravely series. I mean Tiz is still pretty generic but the color scheme is nearly identical
6f25e7 No.14620242
>>14619025
>Has literal exact same eyes, hairstyle, and outfit, just darker skin and hair
>"Hmm this color scheme is kinda similar"
629799 No.14620272
>>14619025
I'm pretty sure it is supposed to be Tiz. It isn't just similar, is almost identical with the exception of being obviously made by someone with either less skills or a different, more simple style (the details of the arms are more simple, the face lacks the distinct style of Yoshida. If not then it is a very poorly done ripoff.
a540ae No.14620353
>>14617361
>no they're sprites drawn from 3d models
How do you know that? It looks exactly like an unfiltered 3D model, and I can't imagine them making such a high framerate spritesheet for all those animations.
f85ba2 No.14620364
YouTube embed. Click thumbnail to play.
>>14618921
Jean Renoir
>I wonder whether man isn’t gifted for the beautiful, despite himself, but whether his intelligence, that devastating faculty (intelligence is terrible, we only do stupid things with intelligence)—whether intelligence doesn’t push us toward the ugly. Whether our intelligence doesn’t make us servants and desperate lovers of everything that’s awful and horrible, and whether our tendency to imitate nature isn’t just a tendency toward what’s ugly—because the things in nature that we imitate aren’t the beautiful things in nature
ce1761 No.14620385
>>14618853
>>14618921
>>14620364
>a bozo championing degeneracy is considered profound by fools
are you both mentally retarded?
b329a2 No.14620391
Paper Mario esque 2.5d is the best aesthetic
69c273 No.14620442
>>14620391
I seriously want to make this type of stuff.
b3da2f No.14620500
>>14617275
>>14617299
that was a dissapointing thread right up until Mark's wordfilter made Dyak say 'neofag'
5148f0 No.14620859
>>14620364
>>14618853
I can definitely say that he's kinda half-full of shit, because I still watch movies and almost no media I consume is hippie indie non-depiction shit.
I think his point was that absolute depiction of reality was not the only avenue of art, and was advocating for stylization as well. If he was alive today he probably in all reasonable reality would NOT be okay with the current "literal shit in a can" state of art and media.
He would probably like other forms of media that don't attempt to make things realistic, he's a old film producer who likely grew up around nothing but classical art and tired of the same thing all the time.
There's different standards of beauty, but ultimately art that disgusts and nothing but is not what is desired. He was arguing for stylization, you can depict the same scene multiple ways and still have beauty. This is an old man who focused on his work, not a political rat.
68389e No.14622480
>>14615393
When I saw Woody at the end of Toy Story 2, I thought it just looked bad. That N64 one though is totally unacceptable. What the heck? You'd think it was a joke.
85455f No.14622623
I don't have any expertise on this matter, but I have always liked cel-shading. I always enjoy good lighting and use of shadows.
4d1bb2 No.14622877
HookTube embed. Click on thumbnail to play.
>>14610714
Damn, art style is horrific but that fucking soundtrack is great. Sounds like iglooghost.
4d1bb2 No.14622934
Soundcloud embed. Click thumbnail to play.
>>14622877
Yeah holy shit I just found the song and there is no way this guy isn't at least "INSPIRED" heavily by iglooghost.
ce1761 No.14622944
4d1bb2 No.14622953
>>14622944
Fucktano is fine, fag. Been around since old /mu/, and he's got decent opinions, barring political ones.
cce25c No.14622969
>>14620859
>clashing lighting
>unnatural colors
>bad proportions
<realistic
2077c3 No.14624999
How do we achieve pic related, /v/? Pic related is the original Alien Queen animatronic, it's a real picture.
a1c432 No.14625074
>>14624999
>it's a real picture.
I don't understand the question. What would a fake picture be? What are you wondering about how this picture has been done?
7ab4fe No.14625275
>>14610642
An anon back in 2015 called it, I wish I had the screencap. This low-poly craze is just one step above the pixel grafix's one of 2012/11. You don't have the hardware limitations and skill to pull off the high-effort models and textures that games in the mid to late 90s had. You're putting twice the effort to mimic what people 20 years had to do out of necessity.
>>14612684
>more than 1 person on this board is old enough to remember/own CRTs
This person certainly isn't you. I owned CRTs for most of my life, they sucked. They were big, heavy, expensive, power hungry chunks of shit that broke down too often. Go back to /adhd/
27910b No.14625338
I think Ghost Trick had amazing models, I'm not sure if it was low-poly or not. I know the moves were rotoscoped, but still they're done so well it stands out even today.
4d5482 No.14625391
>>14625374
that is disgustingly arousing