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TIGSource ForumsDeveloperArt (Moderator: JWK5)Low poly 3D tutorials?
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falsion
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« on: August 15, 2009, 05:21:28 PM »

I want to make Nintendo DS style low poly models. Like these for example:
http://www.kennethfejer.com/lowpoly.html

I searched for tutorials on it and all I could find are tutorials on how to make gritty, ugly looking Quake 1 style models, which I am not interested in.

I'm pretty sure I've seen people post 3D models around here in this style. I love how some of the models in the page I just linked to look much a lot like like pixel art. I wanna know how to do that.
« Last Edit: August 15, 2009, 05:30:42 PM by falsion » Logged
Bree
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« Reply #1 on: August 15, 2009, 08:19:35 PM »

This is a pretty common question here. From what I understand, you'll need to change some of the render options in your 3D modeling program of choice. I'm not entirely sure which ones, though, but I'm sure one of the forum vets can walk you through it.
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Hideous
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« Reply #2 on: August 15, 2009, 11:04:16 PM »

I can model things like that, but I can't UV map, or render them like that either. Sad
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bento_smile
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« Reply #3 on: August 16, 2009, 12:27:10 AM »

What sort of help are you looking for? Help with geometry, or teturing, or the whole thing from start to finish?  Grin

(I've never made anything exactly like that myself... but 3D is 3D. I love DS style models, wish I had a reason to make some.)
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GregWS
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« Reply #4 on: August 16, 2009, 12:27:37 AM »

I can model things like that, but I can't UV map, or render them like that either. Sad
I can pretty much say the same thing.  But yeah, I'd definitely like to see some tutorials on all this stuff too.

Just from taking an educated guess, I would assume that you would make a really simple model, uv map it (which is something I can't say I really understand), and then mess with the settings for how the camera views the world.  If the camera's resolution is low, then it's naturally going to end up pixelly so long as it doesn't do too much smoothing of sharp edges.
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falsion
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« Reply #5 on: August 16, 2009, 12:37:51 AM »

What sort of help are you looking for? Help with geometry, or teturing, or the whole thing from start to finish?  Grin

(I've never made anything exactly like that myself... but 3D is 3D. I love DS style models, wish I had a reason to make some.)

The whole thing really. I sort of have a general idea how to make models for games like Quake or Half Life 1. I've made a few simple things in Milkshape. But nothing like the visual style of what I just linked to. I really wanna know how it's done.
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Chman
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« Reply #6 on: August 16, 2009, 01:35:20 AM »

Geometry : try to get the most basic shape of the object with the lowest polygon count you can get.

Texture : work your texture pixel per pixel at very low resolution, something like 32x32, 24x16 etc (look at how small his textures are). Finally set the texture as self-illuminated if you don't want any light smoothing.

Rendering : disable any anti-aliasing and texture filtering options.

And... That's it, really. There's no magic involved, it's all about graphic style Wink

Edit : I can make you a simple 3dsmax tutorial if you need.
« Last Edit: August 16, 2009, 01:42:52 AM by Chman » Logged
Mr. Yes
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« Reply #7 on: August 16, 2009, 06:06:52 AM »

I found this thread on Pixelation, which is asking a similar question I think. Maybe that'll help.
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biomechanic
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« Reply #8 on: August 16, 2009, 06:12:08 AM »

You can find lots of low poly models in >>this thread<< at polycount.

Not exactly a tutorial, but people often post wireframe shots and texture sheets, which you can study.
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falsion
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« Reply #9 on: August 16, 2009, 01:28:22 PM »

You can find lots of low poly models in >>this thread<< at polycount.

Not exactly a tutorial, but people often post wireframe shots and texture sheets, which you can study.

A lot of those don't have that "pixel" like look to them though. I'm looking for this very specific low res style.

I guess the trick to it is to use low res textures like 128x64, etc. In that original page I linked to, the images mention "tris." Tris mean "traingles" right?

I guess if I learn UV mapping and all that stuff I can manage to make models like that. Guess I need to learn some more, the most I've ever done is make weapon models and skins for Half-Life.
« Last Edit: August 16, 2009, 01:41:06 PM by falsion » Logged
bento_smile
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« Reply #10 on: August 17, 2009, 12:24:29 AM »

I would say don't worry too much about the DS style for now.  Smiley The pixel look is just a matter of making a nice low resolution texture and turning off any filtering (which I only know how to do in the Max viewport. Meep.) Get some nice geometry and topology going and take it from there! Go for it! Gentleman
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Chman
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« Reply #11 on: August 17, 2009, 08:43:31 AM »

A lot of those don't have that "pixel" like look to them though. I'm looking for this very specific low res style.
And this very specific style can be done as explained in my previous post. It's just a matter of texture filtering and aliasing Smiley

Quote
In that original page I linked to, the images mention "tris." Tris mean "traingles" right?
Yep, tris = triangles.

Quote from: bento_smile
...turning off any filtering (which I only know how to do in the Max viewport. Meep.)
You can also have it at render time :
Using the scanline renderer : go to Render Setup -> Renderer tab -> Uncheck "Antialiasing" and "Filter Maps".
Using Vray : go to Render Setup -> V-Ray tab -> Image Sampler -> Uncheck "Antialiasing Filter".

If you want to import your model in an OpenGL-based engine, simply load it with a GL_NEAREST texture filter, should be enough to keep the "pixelated" look Smiley

Hope this helps.
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bento_smile
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« Reply #12 on: August 17, 2009, 02:10:23 PM »


You can also have it at render time :
Using the scanline renderer : go to Render Setup -> Renderer tab -> Uncheck "Antialiasing" and "Filter Maps".
Using Vray : go to Render Setup -> V-Ray tab -> Image Sampler -> Uncheck "Antialiasing Filter".

If you want to import your model in an OpenGL-based engine, simply load it with a GL_NEAREST texture filter, should be enough to keep the "pixelated" look Smiley

Hope this helps.

Hoorah! I have no experience with rendering  Grin so that is useful!
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falsion
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« Reply #13 on: August 17, 2009, 02:25:15 PM »

GL_NEAREST? The only 3D "engine" I really know is Blitz3D. Would it be possible to still use models without filtering in BB3D?

Argh, maybe I should learn SDL. Man, I had an awesome idea for a game in this style.
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Chman
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« Reply #14 on: August 17, 2009, 09:56:36 PM »

I don't know about Blitz3d, but looking at the official documentation, there doesn't seem to be a way to change filtering options...
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falsion
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« Reply #15 on: August 18, 2009, 01:19:07 AM »

I guess I'll stick to 2D then, well for now anyway. Thanks everyone.
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Pishtaco
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« Reply #16 on: August 18, 2009, 01:30:44 AM »

I guess I'll stick to 2D then, well for now anyway. Thanks everyone.
You could always take your low-res texture, blow it up 16 times so that each pixel becomes a perfect 16x16 square, and then use that as the texture on your model, to give the blocky look. It's possible that the difference won't be noticeable unless you're zoomed right in.
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falsion
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« Reply #17 on: August 18, 2009, 01:33:11 AM »

Probably. But still, I really need to learn... stuff. I'm sure once I learn said, uh, stuff then would be the time to start having ideas like what I'm thinking of. But for now, I'll stick to what I know.

I am going to go practice some more with general 3D modeling and the basics, maybe create an actual model and animate it, etc. I don't think I'm familiar enough with 3D modeling to try something like this yet. I really should have asked this question much later now that I come to think of it.

Anyway I'm going to lock this thread. I think I understand what I need to do now, should I ever find myself trying to do it.
« Last Edit: August 18, 2009, 01:36:31 AM by falsion » Logged
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