r/lowpoly 18h ago

Upcoming Mike and Melissa Reanimated scene i did [Syntaxd007]

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0 Upvotes

r/lowpoly 15h ago

Think I’ve finally nailed down my low-poly creature workflow, what do we think?

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10 Upvotes

I’m working on a retro inspired survival horror game with a kind of psx / ps2 inspired visual style (ps2 resolution with a psx vibe). I have no drawing skills whatsoever so for texturing I just sculpt high poly creatures, then take some renders and use projection to give that retro, fake lighting and shadowing look.

I’ve never really done low poly art before so it’s been a learning curve for sure but with this one I think I’m finally getting the hang of it. Og sculpt has about 2M polys, final high res mesh is about 180k with a full set of 4K textures.

Final in-game mesh has just over 1400 polygons (800 are just the teeth, I could have optimized them more but honestly got lazy) with a single 512x512 texture. Uv’s are awfully optimized (again, got lazy) so the actual textel density is closer to a well-optimized 512x256 texture.

There are some topology issues for sure that I’m worried are going to bite me in the ass when it’s time to animate but I’ll cross that bridge when I come to it!

Given this is my fourth ever attempt at this kind of thing I’m pretty happy with how it turned out, was able to capture most of the detail in the low poly version and it’s the first time I feel like I really accomplished that but what do we think? I’m sure there’s plenty of ways I can improve for future reference, this is far from the last one I’m going to need to make so I’d love to hear people’s thoughts on it!

(Also, going for a kind of Silent Hill meets Dead Space sort of vibe, mixed a bit of Metroid Prime in this one too for good measure lol. Am I hitting that vibe or nah?)


r/lowpoly 8h ago

My terrain for my post apocalyptic mobile game made in blender

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9 Upvotes