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LOWPOLY (or: the optimisation appreciation organisation)

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  • TipsyPirate
  • Reoller
  • DavidCruz
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    DavidCruz interpolator
    Wanted to say i loved these days of old, specs, so good so fun... what happen.. Appreciate every post, we need to bring this back.. make it popular.


    Something i did once, loved the car so i made it.
  • arthurlucas120
  • Joopson
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    Joopson Polycount Sponsor
    nikonu said:
    PolyHertz said:
    @nikonu In Marmoset Toolbag there should be a gear icon next to the textures thumbnail image, click it and a little popup with "Use Filtering" checkbox will appear where you can turn off texture filtering. At least that's how it worked a few years ago, option may have been moved in newer versions, but I don't think they would have removed it?
    PolyHertz  Marmoset Toolbag changed it to midimap tickbox, though it still blurs the texture. Here is the less sharpen version:

    They moved it, is all. Now it's under the texture dropdown, for the material. By default, filter is checked. Uncheck it if you want it unfiltered.

     
  • irohtheteamaker
    Does anyone in this thread teach low poly model making? i am trying to make stuff like this and need a tutor can pay hourly thanks
  • Hasturrr

    hi! i'm new to making models and this is my first model that i made in blender. i tried remaking terrance and phillip from south park rally psx game.
  • SidorGautamov
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    SidorGautamov polycounter lvl 2
    Specially optimized for this thread Johnny Silverhand.
    Johnny - 937 tris.
    Gun - 168 tris.
    Cigarette - 16 tris.




  • 311tetris
    hello guys. this is my first post here, I was wondering if anyone's got any thoughts on the few (two) models I've made so far. my endgame is to have enough skills to pull off an entire game with NDS-looking graphics.

    this one has 1,5k tris, which I'm guessing is a bit higher than it should be. that's mostly on the rock pillars, I just couldn't figure out a way to depict them with a lower poly count D:

    this one has 456 tris. it's also based on a piece by @maniani0122 on twitter.
    that's all. I know it's not much technically-wise, but I'm looking forward to any critiques. cheers!
  • ciaroree
    hello there im an beginner dev im using blender atm. May i ask for lowpoly model? Im planning on using handpainted style for my first indie game. May i ask how do you make the eyes blink or move on the characters? Like in suikoden 3 or tales of symphonia  or wild arms 3 rpgs. May i ask do i draw directly on the model or do i have to create some type of topology? iwas told an few things about planes and textures but dont quite get it.example below of style im going for for expression. im using blender for 3d modeling. Help pretty please.
  • 311tetris
    ciaroree said:
    hello there im an beginner dev im using blender atm. May i ask for lowpoly model? Im planning on using handpainted style for my first indie game. May i ask how do you make the eyes blink or move on the characters? Like in suikoden 3 or tales of symphonia  or wild arms 3 rpgs. May i ask do i draw directly on the model or do i have to create some type of topology? iwas told an few things about planes and textures but dont quite get it.example below of style im going for for expression. im using blender for 3d modeling. Help pretty please.
    Marking this as a spoiler so it doesn't fill up the page with images.
    First, you asked how to animate textures. There is a helpful guide here as to how to do it in Blender 2.8+: 
    But I'm not sure how that translates into game engines and you might have to look that up.
    Also I'm not sure I understood what you meant by this question:
    >May i ask do i draw directly on the model or do i have to create some type of topology?
    But I think I can say a thing or two that may clear your mind as to this subject. You need first to have a 3d model to only then apply a texture to it. This can be done in two ways:
    - you can paint a texture based on a UV layout. To get a UV layout you have to first unwrap your 3d model. I'm not gonna go into the details of this part but there are tons of guides on how to properly unwrap a model out there, google it up! :) Once you have your UV map, you can export its layout in Blender. This can be done as follows:

    You can save it in whatever format you prefer. I recommend .png for pixel-perfect stuff. Then you can paint your texture outside of Blender, with Photoshop or other software of your preference. Once you're done, you need to create apply that image you just painted as your model's texture. That can be done in either the node editor or directly on the properties tab. Select your model's material, switch the base color for a texture and then click on the Open option to select your image.

    There you go! You model should have its own texture by now. If you still can't see it, make sure you're in either of these two view modes:

    -Ok that's a way to texture your model, but this is not the way I would do it myself. I would prefer to paint the model directly, as you said. This means taking a few similar steps as the other option, so you still need to unwrap your model properly. Let's say you've followed the previous steps and you have it unwrapped already. Now, this can be done in two different ways: with Blender or with other more appropriate software. Blender definitely isn't the best option for this out there, as without any add-ons Blender lacks some features that can be helpful for this task. Substance Painter and 3DCoat are much better options for this. But since we're already doing everything else in Blender, lets keep discussing how to paint your model in it. All you need is to create a file that we will be saving your changes to. This can be achieved by instead of opening an image file, you create one, like so:

    Now you can start painting it! Just switch over to the Texture painting tab and you'll be all set. But don't forget to save your modifications on the image once you're done! Blender does NOT save changes to textures when you save a model and you have to do it separately.

    This is it. Good luck!


  • Malik_J5
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    Malik_J5 polycounter lvl 4
    Made this model for an art challenge! Feel free to check it out! 

    model
  • Egafgo
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    Egafgo triangle
    Chest; 82 tris, 256x256 map. 

  • ZacD
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    ZacD polycounter
    Slightly higher polycount work is fine, as long as the spirit is still old school/strict technical limitations.
  • armagon
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    armagon polycounter lvl 9
    is that a quake-inspired title? Looks awesome
  • Egafgo
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    Egafgo triangle
    Hello guys. This is a mainly optimization-related question; How should I unwrap wheels (or cylinders in general)? Should I stack textures to use the least space possible, or unwrap and stack greater islands to avoid UV splits and achieve a bit more variety? I saw examples of both methods, and I am not sure how UV splits affect performance. The cart's wheel on the image is an example.

  • ZacD
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    ZacD polycounter
    UV splits do increase the vert count, but that's really a non issue these days. Stack them if tiling detail and more texture resolution make sense. Don't stack them if unique detail makes more sense. 
  • Egafgo
  • AUDITORIUM
  • Egafgo
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    Egafgo triangle
    Gnome trader- 450 tris, 512x512 map.

  • AUDITORIUM
  • AUDITORIUM
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    AUDITORIUM polycounter lvl 4



    This is really great!
  • AUDITORIUM
  • Egafgo
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    Egafgo triangle
    Low poly- low texture RTS units;
    mercenary rifleman: 230 tris, 128x128 texture (with rifle)
    regular soldier: 219 tris, 128x128 texture (with spear)
    peasant: 212 tris, 128x128 texture (with hoe)


  • Spearmark
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    Spearmark polycounter lvl 5
    Republished this mobile enviroment diorama from 2009. ArtStation post includes a bit of a breakdown.


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