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Hello, everyone.

I am a semi-noobish 3D modeler attempting to make low-poly N64/PS1 like models. Here is the 1st work I've made today, it's a low-poly weapon.

[Image: random_low_poly_3d_weapon_thingy_by_fill...93ij8o.png]

I will provide a full rotation of every model I make. And if you're wondering, use KHed to make models.

EDIT:

Most of the older model pictures do not exist anymore, sadly. But I'l still post content.
Lowpoly is totally cool, but is there a particular reason you have (or need) such blurry and small/stretched/compressed textures?
If you're trying to fit a particular texture size limit I'd recommend just going all the way and making your textures custom pixel art, similar to how Kenneth Fejer (http://www.kennethfejer.com/lowpoly.html) and some other lowpoly modelers do it. That way you can keep your textures limited to tiny sizes but also have them still be readable and crisp rather than looking like vague blurry... shapes.

If you're actually trying to replicate the blurriness on purpose that's one thing, but... some things really should stay in the past ahahaha
Not to mention that some games did actually use pixelart textures (Megaman Legends, among others) but hey, your models, your choice.
The over-blurred textures are based off the fact that N64 games used a-lot of AA to make their textures look "smoother", but instead just made them look weird.
Hello everyone!

Been making a WIP of a more-proper and streamlined 3D model, I think I finally got stuff right.

[Image: be77316b5c05fd0d39bf57b2377a8df3-d943aif.jpg]

Just need to texture it, gonna avoid ugly, blurry textures, though.
Went lazy and did some simple textures. This time, no blur filters.

[Image: c7409735662c61c87e2f6ab8b3b97c4c-d947mni.jpg]
[Image: model_khe_screenshot_by_fillerartist-d95qo1n.jpg]

Working on a new model. Dunno how I'll make the textures, though.
[Image: model_by_fillerartist-d96gfz0.png]

Tried to do some pixel-made textures, but KHed screwed it up and over-AA'ed them. I cannot loop textures on a triangle, either, so I'd have to make another poly if I wanted to loop the texture, which I'm not going to do for low-poly authenticity.
[Image: klobby_by_fillerartist-d98f3f8.jpg]

Made a semi-high Poly version of the Klobb.

I haven't textured it, nor do I know how to texture UVs. Most textures where made from triangle texture setting.
[Image: CdFZ3Bp.png]

(USER WAS WARNED FOR THIS POST)
Whoopee, more low-poly weapon garbage, but this time, with more skill involved.

Now my models look more like they come from an N64 game, and don't look like clobbers of junk.

[Image: thing_hi_res_by_fillerartist-d9e0u8r.png]

My texture work skills have improved, I guess? This model is based off a sprite form a cancelled indie game I made:

[Image: 98_0_by_fillerartist-d9e0u7x.png]

Conversion to 3D = Good, I guess?
Download of object above.
I got bored, decided to render the tank from my game in 3D.

[Image: tank_old_by_fillerartist-d95pzuz.png]


[Image: tanks_by_fillerartist-d9f7412.png]

It's untextured, but it looks decent so far. I'm not doing the re-design because it's too clunky and modern.

[Image: time_tank_by_fillerartist-d95hoso.png]
Made a map thing of sorts. DL link below.

[Image: pic_by_fillerartist-d9f7t5u.png]

It has no textures so far.
Not something related to low-poly models, but I'm making a Klobb skin for the Snipers SMG in TF2,  Here's some progress with a WIP UV map.

[Image: uv_wip_by_fillerartist-d9g9ji1.png]
Got the UV finished.

[Image: HtNYy1R.png]

May need to revise it, though.
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