Art - CG Lowpoly 3D! (Read 6667 times)

  • Avatar of tuxedo marx
  • Fuckin' A.
  • PipPipPipPipPipPipPipPipPipPip
  • Group: Premium Member
  • Joined: Oct 21, 2005
  • Posts: 4143
you can set it up in the preferences for two mouse buttons :)

how do you unwrap ??
  • Avatar of Vellfire
  • TV people want to leave
  • PipPipPipPipPipPipPipPipPipPip
  • Group: Premium Member
  • Joined: Feb 13, 2004
  • Posts: 9602
There's probably several ways to do it but here's how I do it:

1) Select your object
2) Right click, go to .UV Mapping. (at the very bottom)
3) Select all the faces
4) Right click, choose "segment by" then "projection" (idk what the difference between these options are)
5) Right click again, choose continue
6) Choose unfolding, you now get a screen with a bunch of letters
7) Right click that new window, pick create texture then click OK
 8) Go back to the main window
9) In your outliner (if this isn't visible, go to window->outliner) right click your new thing (named something like "cube1_auv" with a scaled version of the texture you generated below it) and pick "make external..."
10) Save it somewhere then edit that image in photoshop or gimp or whatever
11) When you are done, save that file then right click the same thing as before and click "refresh"

thecatamites if you've found some better version of doing these things or something please let me know ;D
I love this hobby - stealing your mother's diary
BRRING! BRRING!
Hello!  It's me, Vellfire!  FOLLOW ME ON TWITTER! ... Bye!  CLICK!  @gidgetnomates
  • Avatar of thecatamites
  • clockamite
  • PipPipPipPipPipPipPip
  • Group: Premium Member
  • Joined: May 6, 2007
  • Posts: 1445
Two things I find help a lot are
 
- manually unwrapping by cutting edges etc rather than doing the automatic segmenting options. a lot of the time the automatic stuff can lead to sorta awkward unwraps that are difficult to apply textures to etc or where there's a ton of tiny different awkwardly-shaped segments. if you do stuff manually then it takes a bit more time but i think it's def. worth it for more complex models!
 
- if you do it manually then another useful thing is unwrapping different sections of the object individually and then putting all the maps together at the end. basically this means you can cut it up into smaller basic shapes etc and it's easier to deal with if something doesnt unwrap properly.
 
Basically i'm not good enough yet to talk properly but here's a guide to how i do it
 
1. select the faces of the object that you want to work with
 

 
2. rightclick and go to .uv mapping
3. a new window will pop up. the thing you have to do is uh cut the edges between faces so that the whole thing can unfold properly?? idk how to explain it, but if you've ever made a paper cube by folding up a piece of paper that looks like
     []
[][][][]
     []
and glueing the edges together then it's basically that but in reverse. so we start with the cube and want to cut the edges so that we can unfold it to the 2d paper squares.
4. Go to edge select mode and select the edges that let you do this. easier said than done etc but this is mostly trial and error! you can do it in fancy ways like the cube example but i find the easiest is to just split it into a bunch of very simple sections and unwrap from there.
in the picture below i start unwrapping the neck by seperating it from the rest of the body and then cutting one of the edges so it can unfold into a line of four rectangles. when you have finished selecting the edges, right-click and select "mark edges for cut". marking them makes them go orange. also note that you can use l+leftclick to select all the edges that form a loop with the one you click!
 

 
Then i can split up the rest of the head into easy to deal with pieces. i can cut the face section away from the rest so that its easier to work with, and then i'll make seperate cuts for the top of the head, underneath the head, and a final piece consisting of the two side parts and the back.
 

 
4. once thats done, rightclick and select "continue". it gives a few different options for the way we can unwrap the parts we've cut such as unfolding, projection normal, etc. i'm honestly not sure what the difference it and sometimes one will give a better result than another! i find 'unfolding' is generally the best and thats what we'll do here.
5. the result we get is this:
 

 
which looks incomprehensible! but if you move your mouse over it you'll find it's composed of different sections corresponding to the different parts of the head. if you're not sure about any of the parts you can select or unselect anything on the grid and it will automatically select or unselect the corresponding part of the main 3d view.
6. this is pretty messy looking, and since we're unwrapping the different sections individually we're gonna be using the same space for a lot more parts! if you rightclick you get options for rescaling, moving, rotating etc. use them to make the pieces smaller so that there's more room for the other parts. if you make them too small then textures can get stretched, though.
 

 
7. once you've done this, rightclick and hit "create texture". you can set the size and also the background and line colour for the texture blueprint.
8. Now select a different part of the model and repeat.
 
IMPORTANT MESSAGE:
when you go on to add a new unwrapping to this image, DONT use create texture right away! it will save over your previous unwrappings since you don't have them selected at the time. instead, exit the uv mapping screen, then select the ENTIRE model, then go back into .UV Mapping and hit Create Texture.
 
9. once you've finished unwrapping the model to this texture image, go into WIndow -> Outliner. pick your texture in the same way vellfire said and then rightclick, select "make external", save it somewhere and then edit it into the texture you want. when you've finished this, save your texture and then rightclick it in the outliner window and select "refresh" to apply it to the model.
 
 
okay, hope this helps!
http://harmonyzone.org
  • Avatar of big ass skelly
  • Ò_Ó
  • PipPipPipPipPipPipPipPipPipPip
  • Group: Premium Member
  • Joined: Oct 12, 2002
  • Posts: 4313
I made a little model but the UV mapping was frustrating so I gave up, I'll give your tutes a try
  • Avatar of thecatamites
  • clockamite
  • PipPipPipPipPipPipPip
  • Group: Premium Member
  • Joined: May 6, 2007
  • Posts: 1445
I made a lowpoly version of country music legend George Jones. I don't think mspaint was the best tool for capturing "the possum"s unique facial features. The only explanation I have for the result is that george jones looks even weirder in real life.
 
http://harmonyzone.org
  • Avatar of Carrion Crow
  • I need to watch things die
  • PipPipPipPipPipPipPipPipPip
  • Group: Premium Member
  • Joined: Apr 5, 2006
  • Posts: 3516
You're getting kinda good at this man.
  • Pip
  • Group: Member
  • Joined: Jun 27, 2008
  • Posts: 149
I'm not a fan of low poly 3d - don't see the point as pixel art is far better with even less resource intensity. That said, those don't look bad! I'd have to see them in a game though to make proper judgement, as not much can be gained from a jesuspose :)

  • Avatar of Vellfire
  • TV people want to leave
  • PipPipPipPipPipPipPipPipPipPip
  • Group: Premium Member
  • Joined: Feb 13, 2004
  • Posts: 9602
I'm not a fan of low poly 3d - don't see the point as pixel art is far better with even less resource intensity.

look through thecatamites' and ragnar's post histories and maybe you will be enlightened
I love this hobby - stealing your mother's diary
BRRING! BRRING!
Hello!  It's me, Vellfire!  FOLLOW ME ON TWITTER! ... Bye!  CLICK!  @gidgetnomates
  • Avatar of Ragnar
  • Worthless Protoplasm
  • PipPipPipPipPipPipPipPipPipPip
  • Group: Premium Member
  • Joined: Jun 15, 2002
  • Posts: 6536
can you like, export that to a game thecatamites? As in the best game ever
 
must see low poly 3d models pretending to play guitar by moving their baseball glove hands across them
 
also combine it with ridiculously good/accomplished stage lighting effects inexplicably
http://djsaint-hubert.bandcamp.com/
 
  • Avatar of thecatamites
  • clockamite
  • PipPipPipPipPipPipPip
  • Group: Premium Member
  • Joined: May 6, 2007
  • Posts: 1445
jesuspose

george jones died for our sins.... also yeah i agree and i hope to start animating for them and using this stuff in games soon!
 
also yeah ragnar you can just export this stuff right into unity and apply the texture and you can put it in a game. unity has lightmaps / particle systems etc too (also i think the polycount limit is much higher than what im trying for?? space marine from cover to directx software box suddenly crashes through mystical ninja 64 landscape).
http://harmonyzone.org
  • Avatar of dicko
  • HO HO HO
  • PipPipPipPipPipPipPip
  • Group: Premium Member
  • Joined: Sep 17, 2004
  • Posts: 1008
okay, i give up, i'm in. i'm gonna give this a shot later on today. wish me luck!

this thread is fantastic. let's keep it going.
http://angrygeometry.wordpress.com
  • Avatar of Vellfire
  • TV people want to leave
  • PipPipPipPipPipPipPipPipPipPip
  • Group: Premium Member
  • Joined: Feb 13, 2004
  • Posts: 9602
I just started a new thing, I'm stopping for the moment to go eat dinner but this is what I've got so far:



I want to make models like in Snowboard Kids 2.
I love this hobby - stealing your mother's diary
BRRING! BRRING!
Hello!  It's me, Vellfire!  FOLLOW ME ON TWITTER! ... Bye!  CLICK!  @gidgetnomates
  • Avatar of Vellfire
  • TV people want to leave
  • PipPipPipPipPipPipPipPipPipPip
  • Group: Premium Member
  • Joined: Feb 13, 2004
  • Posts: 9602
This just occurred to me but any of you dudes looking for some simple examples of N64-era lowpoly 3D you might wanna look at the fighting polygons from Super Smash Bros.  I kept trying to find good examples but it's hard to tell how some N64 models are actually built but then suddenly I realized "oh man fighting polygons".
I love this hobby - stealing your mother's diary
BRRING! BRRING!
Hello!  It's me, Vellfire!  FOLLOW ME ON TWITTER! ... Bye!  CLICK!  @gidgetnomates
  • Avatar of J Chastain
  • PipPip
  • Group: Member
  • Joined: Dec 15, 2010
  • Posts: 290
This shit is boss.
  • Avatar of Evangel
  • brown priyde yea mayne
  • PipPipPipPipPipPipPip
  • Group: Member
  • Joined: Nov 19, 2002
  • Posts: 1621
Does anyone else enjoy the minimalist lowpoly of games like FF7? The shapes barely resemble any realistic human or animal form, but it's got an attractive "Lego" simplicity about it. The solid colors lacking any texture other than some simple gradients gave everything a bright and clean appearance. Later games would introduce complex textures that typically looked grainy and unattractive.
keep posting...
  • Avatar of Vellfire
  • TV people want to leave
  • PipPipPipPipPipPipPipPipPipPip
  • Group: Premium Member
  • Joined: Feb 13, 2004
  • Posts: 9602


Gonna texture this shit later.
I love this hobby - stealing your mother's diary
BRRING! BRRING!
Hello!  It's me, Vellfire!  FOLLOW ME ON TWITTER! ... Bye!  CLICK!  @gidgetnomates
  • Avatar of thecatamites
  • clockamite
  • PipPipPipPipPipPipPip
  • Group: Premium Member
  • Joined: May 6, 2007
  • Posts: 1445
ahahah hell yeah. mrsaturnesque..
 
also if you want to see how n64 models were built then check out http://www.spriters-resource.com/community/forumdisplay.php?fid=63 this place has a bunch of ripped game models that you can import into wings and tinker with! there are also some sections for other consoles but they look less active.
 

 
whoa this is what hyrule field really looks like apparently. my god its full of hexagons etc
http://harmonyzone.org
  • Pip
  • Group: Member
  • Joined: Jun 27, 2008
  • Posts: 149
yes, actually. The FFVII graphics were a lot nicer than FFVIII.

  • Avatar of tuxedo marx
  • Fuckin' A.
  • PipPipPipPipPipPipPipPipPipPip
  • Group: Premium Member
  • Joined: Oct 21, 2005
  • Posts: 4143
i much preferred the FFVIII graphics. unfiltered textures on low-poly models give me the horn
  • Avatar of Vellfire
  • TV people want to leave
  • PipPipPipPipPipPipPipPipPipPip
  • Group: Premium Member
  • Joined: Feb 13, 2004
  • Posts: 9602
also if you want to see how n64 models were built then check out http://www.spriters-resource.com/community/forumdisplay.php?fid=63 this place has a bunch of ripped game models that you can import into wings and tinker with! there are also some sections for other consoles but they look less active.

i was trying to find something like this thank you
I love this hobby - stealing your mother's diary
BRRING! BRRING!
Hello!  It's me, Vellfire!  FOLLOW ME ON TWITTER! ... Bye!  CLICK!  @gidgetnomates