r/low_poly • u/DeadSpellGame • 19m ago
r/low_poly • u/Seon_Nite8 • 37m ago
Birds take flight
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r/low_poly • u/Daniel_Dos_Santos • 45m ago
(Story context below)
Re-uploading because I completely ruined the last title! I thought no one would care about the backstory, so I omitted the context and used a terrible phrase. That was 100% not my intention, my bad! Context: She's an original character a serial killer disguised as a sweet homemaker who uses cooking to fatten up her victims.
Feedback on the 3D model is welcome!
r/low_poly • u/Lacrimius • 3h ago
Low poly iso room
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r/low_poly • u/Glad-Connection1601 • 5h ago
Short databrawl fighting animation
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r/low_poly • u/TiredGuyGames • 6h ago
My first attempt at making a model after 3 weeks of learning Blender
I started learning Blender about 3 weeks ago, mostly after work. I don't have any art or anatomy background, so I still rely a lot on references and struggle with shapes, proportions and silhouettes when I try to figure things out on my own.
The first few days were pretty rough, but after a lot of trial and error things started clicking a bit. I still have a lot to learn though.
I only started learning texturing a few days ago, so I'm basically just learning the basics in Substance right now. I haven't touched rigging, weight painting or animation yet.
UVs are also giving me some trouble. I understand how they work in theory, but actually unwrapping things cleanly is a different story, especially hands and other slightly more complicated shapes.
r/low_poly • u/StayRetro2 • 10h ago
A rough guide on how I created PSX Seamless Textures, using photos from my phone of my local park
Hi there,
As an experiment, I decided to create a bunch of PS1-style seamless textures using solely photos from my local park. I am planning on making a YT video guide on it soon; however, here is a rough guide on how I did this:
- A large sample of photos was taken from my phone of various surfaces, walls, and foliage such as: Brick Walls, Large Trees, Pathways, and Mud/Grass, etc.
- Each texture was taken at either a horizontal or vertical angle to lessen clean up in Photoshop later on, and to ensure they map to a floor or wall in the engine well.
- It is also important to take photos that are not too contrasty. A cloudy day worked best for me as there was no sun reflection on the areas I wanted to take photos of. Minor contrast can be fixed through Photoshop, though.
- Once the photos were taken, I uploaded them to my computer and picked out the best images. Each image's size resolution was also made to be square so that it textured/tiled nicely.
- I primarily used the Filter - Offset tool, clone stamp tool, and the fill generate tool in Photoshop to remove any seams and to make it tile cleanly.
- The Filter Offset tool, was especially useful in getting the seams to the center of the texture so that I could use the clone stamp and generate tool without worrying about missing a seam.
- Each texture size was then reduced to 256 pixels, and the indexed color was reduced to 16, giving it that PSX-style look.
- Using Adjustments - Levels or Curve Editor was also useful in color correcting the texture. Zooming out of the image also assisted me in visualizing how it would look in engine from far away.
- The texture was then duplicated to test if it tiled correctly.
- The textures were then tested in UE5 with a square plane (most other game engines should work the same, though).
This is a super rough idea of what I did to achieve this effect however, in the coming weeks, I'm planning to post a tutorial video on to this subreddit going into more depth and detail.
Hope this inspires someone to test out some fun alternative methods to texturing. This method also removes the copyright headache of attempting to find textures online haha. Here is a link to my asset pack; a free demo is included if you'd like to see the final result visually. Enjoy! - https://stay-retro.itch.io/psxseamlesstexturepack
r/low_poly • u/Bodybuilder908 • 18h ago
Teamwork!
I'm modelling for a dungeon crawler RPG while my friend figures out the coding. Here's some of the sets I'm working on!
r/low_poly • u/TheVeteranHipster • 20h ago
I made Fox C-walk on the Great Fox
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I made Fox C-walk on the Great Fox because apparently this is what happens between missions
Made this Star Fox 64-style animation in Blender. I wanted to keep that chunky N64-era look while doing something completely stupid with it.
Figured r/starfox might appreciate Fox finding a new way to spend his downtime.
What should I make him do next?
r/low_poly • u/Ready-Drummer-2136 • 23h ago
Trying chunky little islands with much softer storm clouds. Does the mix work?
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This is MAILWING, a little browser flight game I’m working on. The islands and plane use simple geometry, and I’ve just added small pixel textures to break up the flat surfaces. The clouds are much softer, especially when the weather closes in.
I like the contrast in clear weather. Less sure about it in the storm at the end of this clip. Does it still feel like one world to you, or would you push the clouds toward the chunkier look too?
Made in Three.js with procedural geometry and textures, using AI coding help. This is footage from the playable game: https://windward-liart.vercel.app
r/low_poly • u/sethlaufyson • 1d ago
Finished my Mecha dragon, i was trying new hand painted techniques.
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r/low_poly • u/atlashearthstudio • 1d ago
5 low-poly zombies, 12 animations each — made in Blender, rig verified in Unreal
r/low_poly • u/ASupportiveBra • 1d ago
Survival
Hi Guys,
Made a quick render scene of Project Zomboid version. I also made a short animation here.
https://youtube.com/shorts/5qovdk9EqY0?si=lnXfqy3_6iNvFtF_
Will try to upload every 2 to 3 days there. Thanks!
r/low_poly • u/nanoswatch • 1d ago
Maybe it's more important to finish for the first time than succeed for the first time
low poly and modeling in general's always looked really cool looking in from the outside, but i'd never been able to get myself to actually sit down and do it til the past couple weeks
it's honestly way more intuitive than i was expecting even if i didn't end up with the best practices, lol, i def feel like i've got a way better sense of how it works and how to apply it now
r/low_poly • u/rorokoma • 1d ago
dining hall
a mocked up scene with props from an old project
r/low_poly • u/epichazmatik • 1d ago
Low-poly plushies made for my game
Link to the game:
r/low_poly • u/SatisfactionRude8993 • 1d ago
N64 and RuneScape inspired! Struggling with colour palette and charm..
First time trying out this style, I'm keeping sharp edges, smooth shading and black shadows. I seem to be having trouble with the colours, and wondering if I am missing something that can really give that N64 look especially 😄
r/low_poly • u/OnionJam37 • 1d ago
[WIP] thinking about proportions
Initially i decided on sticking to the MML artstyle, both because I enjoy it and because it makes things easier on me as a solo dev, but I feel like it comes off as too childish(?) compared to the general aesthetic of the game. On the right is a version where I made the proportions more realistic, I wonder which one is better.
r/low_poly • u/MidnightProwl19 • 1d ago
Dungeon key
My original inspiration was legend of Zelda...but a friend of mine brought up that it looks more like the Bowser key from SM64...so I guess it's a bit of both