If you don't mind me asking, do you have any tips for making textures like the ones you made in your room scene? I've been experimenting with low-poly stuff and the process I currently use is downscaling image textures via GIMP to about 128x128 or 256x256 then adding some dithering to them. It's not a bad look but it ends up pretty pixelated which isn't always something I'm going after. I really like how your textures look smoother (if that's the right term) while also still feeling low poly.Got a few things I'm currently workin' on. When I get stuck on one, I move to a different project. Some context stuff: This is my first dive into low-poly, lots to improve on. I haven't put together the face rig for the doctor yet, lotta mouths and eyes to be had. The burlap creature is named Rhine and I'm currently in the process of coming up with her room (it's gonna be what you see in that black viewport in the doctor's room). I got rid of the zipper part of the model and I'm gonna draw them onto her mouth textures instead.
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No problem! For certain textures that I want to preserve legibility for, I just don't scale them down to 128x128 or 256x256. I keep the original resolution and play around with how near/far the face I'm projecting it onto is. That part is more of a feel rather than a hard cap so unfortunately, I can't give you exact numbers. Especially since not all textures are the same resolution to begin with. I do periodic test rendering to see if everything looks good to me personally.If you don't mind me asking, do you have any tips for making textures like the ones you made in your room scene? I've been experimenting with low-poly stuff and the process I currently use is downscaling image textures via GIMP to about 128x128 or 256x256 then adding some dithering to them. It's not a bad look but it ends up pretty pixelated which isn't always something I'm going after. I really like how your textures look smoother (if that's the right term) while also still feeling low poly.
Thanks for the tips! I'll give original resolution textures a shot for sure. Noise filters are great too. If you use AfterEffects I know that they have built in animated noise you can apply as a filter over footage that I like a lot, the Noise HLS especially gives you some pretty good control over the look and feel of the noise. I've also played around with film grain overlays in the past, though that might not be the same feel that you're going for.No problem! For certain textures that I want to preserve legibility for, I just don't scale them down to 128x128 or 256x256. I keep the original resolution and play around with how near/far the face I'm projecting it onto is. That part is more of a feel rather than a hard cap so unfortunately, I can't give you exact numbers. Especially since not all textures are the same resolution to begin with. I do periodic test rendering to see if everything looks good to me personally.
I also cheat a little bit by adding a 10-15% noise filter in Photoshop after a render is complete. Unsure if it'll work with animations as well, I haven't tried yet. I'm thinking it will but maybe not as smoothly as just applying a filter.
As for the cables/rope, I found this video and it seems in line with what you are asking. It is a couple years old at this point so updates might've changed around where certain things are, but the functionality should still work. Satisfactory for a quick and easy solution anyway.
Was that Illustrator -> blender or just straight made in blender because I've never seen topology that clean come out of an importView attachment 2023
what if I did none of that
Purely made in blender lolWas that Illustrator -> blender or just straight made in blender because I've never seen topology that clean come out of an import