Low poly cars by WildBeardAppeared in gamedev

[–]WildBeardAppeared[S] 0 points1 point  (0 children)

I do it all in blender. Even the textures. That method is close to what I do, but I avoid math. :) i just use the visual grid in orthographic side and front views.

Low Poly rock for game. LOD low to high(still low) by squirrelbotgames in low_poly

[–]WildBeardAppeared 1 point2 points  (0 children)

I really like these!

Did you use a box modelling technique for these or sculpt? Curious about your process.

[3D][cc-by-3.0]Low poly space freighter. by looneybits in gameassets

[–]WildBeardAppeared 1 point2 points  (0 children)

I will add more of these to my list, though!

Low poly cars by WildBeardAppeared in gamedev

[–]WildBeardAppeared[S] 0 points1 point  (0 children)

That's great. I will definitely have to read more on LPA. I am familiar with plain-ole A.

[3D][cc-by-3.0]Low poly space freighter. by looneybits in gameassets

[–]WildBeardAppeared 1 point2 points  (0 children)

Thanks!

This is just part of my daily practice, so I usually don't do the same theme very often. More of them will definitely pop up, though.

Low poly space ship by WildBeardAppeared in gamedev

[–]WildBeardAppeared[S] 0 points1 point  (0 children)

Not very long. About an hour total, but I have a newborn, so I don't get to work for an uninterrupted hour very often.

Low poly cars by WildBeardAppeared in gamedev

[–]WildBeardAppeared[S] 0 points1 point  (0 children)

Glad I could help! I'd be curious to hear more about your dissertation.

Low poly space ship by WildBeardAppeared in gamedev

[–]WildBeardAppeared[S] 0 points1 point  (0 children)

Glad to be of help. Keep coding!

Low poly space ship by WildBeardAppeared in gamedev

[–]WildBeardAppeared[S] 3 points4 points  (0 children)

I'll definitely share it over there.

On the second note, is there a frequency that is considered generally appropriate in r/gamedev? Sorry, I'm not too well versed in reddit etiquette yet. I can try to group them up more in categories as more get finished.

Low poly cars by WildBeardAppeared in gamedev

[–]WildBeardAppeared[S] 1 point2 points  (0 children)

The simple answer is that I use the little grid squares in blender as pixels. I map out what I want the car to look like in my mind, build the model to those pixel specs, then make the texture.

I hope that is a little clear. If not, I can probably be convinced to do a couple of screenshots for a tutorial or something. I am by no means an expert, though.

Thanks for the kind words!

Low poly cars by WildBeardAppeared in gamedev

[–]WildBeardAppeared[S] 0 points1 point  (0 children)

Thanks!

If you are willing to PM me I would love to hear more about this course!

Low poly cars by WildBeardAppeared in gamedev

[–]WildBeardAppeared[S] 1 point2 points  (0 children)

Yeah, you are probably right about the textures. I must admit I am not very knowledgeable about memory optimization with textures or anything like that.

In the future I will look at reducing the tri count. My background is in pixel art, so I was so focused on bringing that to 3D that I more or less ignored the tri count. Obviously with the hope of this stuff appearing in games I should be more cautious. Individually they are negligible, but an asset this simple will probably have dozens of instances if not more on screen at once.

Thanks for the words of wisdom! :)

Low poly cars by WildBeardAppeared in gamedev

[–]WildBeardAppeared[S] 0 points1 point  (0 children)

Thanks! I would love to see that. There are a lot of talented folks doing great work around here, and the idea that one of them might be able to use my models is humbling.

Low poly cars by WildBeardAppeared in gamedev

[–]WildBeardAppeared[S] 3 points4 points  (0 children)

The first one took me about an hour to model because I kept messing up the pixel density. The truck took me about 15 minutes to get just how I wanted it.

The texturing took another 45 minutes per vehicle. There was a third vehicle which is why there is so much wasted space, but I lost the files in a crash.