The BNPR Show #35: Low Poly Secrets
Show notes:
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Tutorials: Low Poly Secrets
Disclaimers:
What you are going to learn next will change your modeling, a bit; for some, a lot.
You will love triangles, please use them wisely and with wisdom.
You are not obligated to use all the modeling secrets, but more is better.
The silhouettes of your model will decide the topology of the mesh, not the other way around.
You will not agree with one or more of the secrets you are going to learn and that is alright.
Most of these secrets are public knowledge, and have been used in games as old as the original PlayStation.
If we show your model here, it does not mean your model is wrong.
It only means that there is a possibility for optimization.
Secret #1: Joins
Secret #2: Break the mirror
Mirror:
Secret #3: Disconnected meshes
FF7 character:
https://squarehaven.com/games/ps/ff7/artwork/renders/cloud1.jpg
Secret #4: Triangle or squarish limps
Triangle:
Square:
Secret #5: Flatten micro details
Micro details:
Secret #6: Don’t model hidden mesh
No hidden:
Secret #7: Texture as details
Shadow in texture:
Secret #8: Transparency as mesh details
Wings:
Secret #9: Use simpler shading to hide blocky polygons
Simple shading:
Secret #10: Non-manifold geometry is OK
Non-manifold:
Secret #11: Follow the form or the silhouette of the shape, not the topology
Silhouette:
NPR Animations:
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