Can we get a low poly thread, Bonus points for mesh
Can we get a low poly thread, Bonus points for mesh
fuck off you autistic nigger, leave us alone
No
Please respond
So what happened to that? The animator claimed Legoman was not working with him. Legoman was obsessed with commissions, and even had people commissioning artwork of her. Yet there has been 0 progress.
Legoman always brings the thick.
Fuck if I know, I got it from /aco/, There was also a titty fuck one
legoman is a god
>b-but sameface
thats a plus when they all look like sluts
got to go lower
Wow, I wish I understood how to unwrap models and texture things. That looks super nice.
thick
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That looks actually pretty nice.
What's the cut off point for low poly?
that image is cheating. The tris of the bar across the well are not shown, the tree stump on the right side of the well has a clear kink where it touches the base, but no polygons were added for it. The image is using a lot of quads, a bunch of them not looking planar
Bunch of barrels I made long ago.
Fuck, I really should work on mobile titles. Low Poly is my waifu.
this looks amazing
there is none. If you're crazy enough everything realtime is low poly, as it has considerably fewer polygons than the original model mesh
lower
>I really should work on mobile titles
target the DS
how do you get into doing low-poly stuff like that? The style is super aesthetic.
This isn't low poly.
most beautiful barrels I've seen
you just do it. Grab a modeller, pick a subject, start modelling. SketchUp for easy mode, Blender if you're crazy. Also, learn 2D. Textures have a huge impact on low poly meshes
as with most things, it's best to learn how to actually model first, then go into low-poly from there. otherwise, it's not that different from jumping into drawing with a "how to draw manga" book.
need to see the mesh count for that i still think it's pretty low
>actually model first, then go into low-poly from there
the workflows are very different. Actual modelling is a lot of CSG and advanced tools like nurbs, claylike modelling, largely disregarding the underlying polygons. low poly is bottom up, where you gradually add polygons to nothing, so it becomes something
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>Fuck, I really should work on mobile titles
Enjoy having to crank out half a dozen props a day for minimum wage.
>Enjoy having to crank out half a dozen props a day for minimum wage.
I don't think anybody mentioned a job
>be lazy
>call it art
k
>Legoman
>FInishing anything ever
i agree that someone who start shouldnt limitate himself but using to much poly is a beginner error so it's better to start using as little as you can
6 low poly models a day is easy.
I love doing props senpai. Though I aim for environment artist mostly
Thanks, I guess I'll just get started with the basics. I already have experience with textures so hopefully my first few models won't be total shit.
>someone who start shouldnt limitate himself
why?
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Most of the skill is about knowing hand-painted textures to make up for the simple shaders that are used in the low poly industry.
This is shit advice.
Start with learning how to model low poly stuff well and it'll make you a 10x better modeller when it comes to more complex stuff.
Seriously just start with stuff like this, fucking EVERYONE who's ever done low poly handpainted stuff starts with crates, barrels etc, just start with really basic shapes and work your way up.
On a side note, don't be some cunt who steals other peoples work and posts it on anonymous image boards, just makes you look like a gigantic no hope faggot.
that's some crate advice right there
>lowpoly
>3000+ polygons
nigger
>Start with learning how to model low poly stuff well and it'll make you a 10x better modeller when it comes to more complex stuff.
Take this advice here.
Avoid high poly/sculpting until you are confident with low poly stuff.
Half a dozen good quality low poly models and hand painted textures a day is not easy.
Fuck yeah, the world needs more environmental artists, always work to be had as well.
usually places like poly count have low poly threads and such and it ranges usually anywhere 1500 tris and below
That's an irrelevant question. It depends on the hardware target. xbox 360 models at 20k are low now compared to xb1 models with 100k. Generally a character below 2-3k is going to start looking shitty.
>ranges usually anywhere 1500 tris and below
for what? 1500 tris for a crate would be stupidly wasteful. 1500 tris for a jungle scene would be insanely low
>a character below 2-3k is going to start looking shitty
your taste is looking shitty
2k is half a 2004 world of warcraft model.
Those are some nice looking barrels right there I'm telling ya.
You think I look shitty user?
>On a side note, don't be some cunt who steals other peoples work and posts it on anonymous image boards, just makes you look like a gigantic no hope faggot.
How would you know they stole it to begin with
You're right, its high test as fuck.
That is above 2-3k
Just so you know, I fapped to this.
Gib sauce user!
Good fx artists are even rarer. Why every graduate wants to specialize in characters and expect to get a job or internship in that is beyond me.
Google
Akira
Low Poly
0 polygons in pic.
There is no magical number really, old school and really well optimized low poly is typically no more than a 1000 tris for any one character etc, but these days commercial "low poly" stuff is honestly between 5-10k tris for mobas and shit.
Pic related was a littler under 8k tris.
When WoW revamped their characters they were shooting for around the 5k mark.
Those barrels would make a game like wow look better, keep up the model work user
Which thread on /aco/ should one look for in the pursuit of such titty fucking?
I read somewhere that Mario in Super Mario Sunshine has somewhat below 1500 and it still looks okay in my opinion.
But it depends on what you want really, I don't care much for graphics, especially not in a 'more is prettier' sense.
Thanks but most WoW barrels look better than that, they just downgrade the texture resolution like madmen so it runs on every machine
Check out Jessica Dinh' or Fanny Vergne's work, that's the level of the people who work at Blizzard
>How would you know they stole it to begin with
Really not hard.
Even funnier when you steal from people who actually work on mobile titles complaining about how you should get your shit together and work on mobile titles.
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I'm the guy who did these barrels, and I've never worked on a mobile game. Check my resume. On my internship I did apps for tablets.
I like little characters like this
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Fuck that's awesome
why does this not show actual triangles, but arbitrary polys?
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so what? Each of these is about 500 tri. What matters is choice of subject and modelling style.
count the vertices then dweeb it isn't that hard to imagine.
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tablets are considered mobile devices
Whatever faglord draw a 2d dude on a flat plane.
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probably using quads, but yeah, it's dishonest
Is there more of this?
>Every thread.
I still dont know the name of this game, just that it is DS and jap only.
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Apps are not games. The only common ground is I worked on Unity.
Not s00per high res textures + no lighting =/= low poly you FUCK
such a feature editor would be hell to do in this model style. You'd need to alter the texture programmatically
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you make a distinction? Props are props, what difference does it make if the thing has a purpose that is or is not "fun"?
sauce?
It probably just changes the texture
Not fair. Post real low polys please.
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>just
that's mighty difficult, especially on such a low resolution texture. You'd almost have to make a distinct texture for every slider combination, as you'd have to hand-draw it. A couple hundred different faces
character models. they say if its 1500 its way too much
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well, I'm retarded and blind
thanks user
True, you'd need to just have a certain amount of presets and get rid of the slider.
what kind of character? humanoid or not? realistic or not? chibi? rts (tiny on screen) or adventure (full screen + close ups)