I suggest taking the scalp geometry (where the hair will be), duplicate it, thicken it by extruding, then do some extrusions if you want a ponytail for example
@@garbaj Actually, technically, there are kinds of 3d models that aren't based off of triangles used for other things like product design, but I know what you meant lol
The smooth mesh shading helped me alot on my models. By the way when texture painting, I find it a bit better to start off at slightly higher Res(512x512) to get more details when you downscale the image to 128x128 or 256x256.
@@garbaj Another idea: when downscaling try going for nearest neighbor scaling for that extra crispy pixel look that PS1 is known for. Bilinear gives more of an N64 look instead.
I think Megaman Legends pulled out the best looking low-poly 3d anime character models, that also were pretty damn expressive. Also Vagrant Story is a good source of inspiration for low-poly characters with more edgy design.
Was helpful in a backwards kind of way. Everything said that's basically "a bad thing" in this video, is the exact aesthetic i wanted. example: I finally found 'shade flat'!
Modelling tip: You can have several 3D Viewports so you don't have to constantly switch (e.g between Front and Right View). At the very least, have one 3D Viewport in Camera Perspective (not Orthographic), and adjust the angles around the model so you can spot potential weirdness early on.
0:03 "first you need a design" and that is the most extremely, hardest part of the whole process. No character/creature design = nothing to model otherwise you are going to rely on someone's designs all the time, which is completely invalid to make a game for example.
I think the only part of this I'm not confident in is the rigging, I've definitely tried and failed at weight painting in low poly but I'm not sure how to get it to treat the separate parts as connected to each other.
Really late here, but really all you need to do is parent the mesh to your custom skeleton with empty vertex groups, and assign each individual body part to their respective bones. That way, the seperate parts are still seperate, but they have the illusion of being connected since the bones themselves are connected
This is fantastic information - thank you so much for sharing! High res stuff seems so out of reach for me as a 2D illustrator but you've made low poly modelling very accessible!
video was actually so unhelpful it made me close the program out of frustration that a guy saying "you can make a low poly model in blender' somehow passes as a tutorial..
Another thing you can do is assign vertex groups named after the bone you want it to correlate to. I use this for actual N64 compatible skinned models.
Cool! Thank you for this vid because I’ve been struggling with how to make stuff in blender and this makes sense, it gives me an idea of where to look into next
this is the type of modeling that is fun. i should do this more. the more complex, the more investment, the less fun. keep it simple, do it a lot, you'll get good in no time
What are you on about, many tutorials are available online. Heck, Royal Skies LLC has tutorials 100 times better than this that are all under 30 seconds. Seems you just either don't know about the other artist mate.
You have to remember that they couldn't have weights for joints back then; a vertex could only be influenced by a single bone in a skeletal mesh. It was very common to have shoulders that didn't connect to the body. They usually still connected the elbows because they have simpler movement that was easy enough to deform properly. Hands would depend on the game; if they did a lot of intricate hand movement like in MGS they wouldn't be connected, but for a simple shooter where all they do is hold a gun they would be. The only alternative was to use vertex animation which came at the cost of memory. It was common in PC games but rare among console titles.
your channel is fucking awesome for laymen that have an interest in game dev. also do something related to Guilty Gear Strive! seems like talking about its technical aspects is all the rage right now.
I mean, you can rig it in the classic style with all the limbs separated, but you can also fix the topology and make a good rigging with weight painting. I just don't recommend automatic weigh painting since it's messy, and instead use empty groups.
Oooh, very interesting. I did not know that for the purposes of rigging and animation having the body parts be separate is actually easier. I do know retro models did it, I've been consuming references by tonnes looking for solutions and inspiration. But I thought that I will need to make a connected model for ease of animation. Learning that I actually can not do that - makes it a loooot easier. Thanks!
@@Kallensayz just search “blender beginners tutorial” and you’ll find thousands of series for beginners. Advanced students need their education aswell yk?
But modeling is a very specific term, I want to know the process of making low poly models specifically, not just shading and drawing on them that’s the easy part lmfao
An important trick for making an N64-style model is to have varied texel depth. Your model here used a 256x256 texture, but for an N64 model you'd need to use 64x64. The trick is to focus that detail on the portions that most need the detail, such as the face, and then make most surfaces use only a couple pixels.
I need to try this one again later, I gave it a shot making a model for a friend, but texture paint gave me the hard time, most likely due to my uv unwrapping which didn't let me texture the model properly when texturing at 256 =(
I've been trying to do a PS1 styled low poly model myself where the model is seperate by chunks kinda like an action figure. My question is once you seperate the model and you rig a bone to each one of their limbs, what do you do to turn it all into one single mesh without ruining the rigging process?
i may not be garbaj but you can select the objects and combine them. click on one then use shift while clicking to select another object right click to bring up a menu and click on join
He should really break this down for us simpletons out here. So far there’s no good guides on this whatsoever for someone who HASN’T dabbled in blender before.
What do you think about having the limbs seperate but still part of one mesh just the acording bones are fully wieght painted to the acording limbs for optimization?
This. So it still works like a skinned mesh and has all the GPU optimizations etc. Get a lot of these characters and low-poly or not you're gonna be boned in Unity when each one is a heavy af GameObject. Not sure if joining the model, after you've done all these steps, works or not.
what shape is the best to start with? i've tried with a round cube mesh before but i can't get it to look right. i genuinely have no idea what i should start with edit: no actually using a rounded cube was the right choice!!! for anyone wanting tips, i recommend choosing either the octohedrod or quadsphere presets and changing the radius/divisions :D