How To Quickly Improve Your Low-poly Models

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Heres a quick, short tutorial that will show you how to make make your low-poly or low-fidelity models look better in general. Hope It's helpful.

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Marking the correct edges as hard whilst having auto smooth on in the object settings is an absolute GAMECHANGER.
My entire project leveled up visually, courtesy of that tip.
Can't thank you enough for this.

saakers
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Good info, fast delivery. Imagine someone watching classic 1h Blender tutorial about that one thing that takes 5 seconds and then end up here.

pacman_pol_pl_polska
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Keep in mind that Gouraud shading is what gives the "smooth" appearance and basic texture-mapping will be unaffected by face smoothing. This is important for PS1 and N64-style art because Gouraud shading is not always used with texture-mapped faces on those systems due to its cost. Also, using auto-smoothing _or_ flat shading will likely cause the exporter to generate extra vertices with different normals as most renderers' basic shaders do not differentiate between smoothed faces and unsmoothed faces the way Blender does. This is important if you are enforcing a vertex budget in your engine as the reported vertex count from Blender will likely be smaller than the export's actual vertex count when exporting with vertex normals. Perhaps unimportant for something like Unity, but if you're making models for a homebrew PS1 game, this is important to know.

transientwaveform
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Never modelled a character but I have used blender for other things. The amount of quality advice you coherently packed into such a small video is really impressive. I've just subbed :) keep up the quality content, Im looking forward to learning more!

EIIjot
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I knew of the Smooth shading previously, but never the Auto-Smoothing! Thanks for pointing this out in your video 👍

masterminer
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You came back into the game strong. Love it your stuff is always entertaining and useful, keep it up!

kyleboynton
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1:57 I'm guessing Auto-Smooth is disabled by default as it presumably (?) makes recalculating the shading more expensive, which may make very-high-poly editing a laggy pain. It's a shame, because it is absolutely one of those few "make it look much better with zero work" features for hard surface & low(ish)-poly modeling, so thanks for spreading the Good Word. <3

nibblrrr
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Was always unsure how to work with smoothing in Blender, thanks for showing off these tips!

mistersideburns
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Even though I already know these things, Its nice to hear someone else is using the same methods.

BPKDTStudio
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Came back to notify any new viewers that in blender 4.1 there is now merged with smooth! So now when you want to autosmooth you use the new autosmooth modifier or mark the sharpness without enabling the autosmooth under the normals tab. You can also right click and use smooth by angle which also does a similar thing

Slipdash
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Need more succinct tutorials like this... Life saving.

alexroberts
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Keep it up. This helped me to clarify the auto smooth function.

citycritteradventures
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Wow, that Mark Sharp thing is absolute magic.
Thank you so much.

MaheshPagar
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Nice clear and straightforward. Great editing too

laausk
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Directly to the point, this saved me a lot of time. Thank you!

luciareyna
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I just found you and ravenously watched all your videos. You're a king, this content is beautiful, concise, and extremely helpful. Please make PLENTY more!

Squinto
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This was actually a really good help, trying to create a nice portfolio and this just made my models a lot better, thanks :D

MatheusSouza-wmnx
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Finally I've found a good tutorial about smoothing the mesh not the subdivide xD

MidnightDynamic
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thanks a lot i've been strugling with that specific function for a while now really thanks man

davidelizalde
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my man always on point keeep doin this its amazingly useful! cheers from Italy!

cxffarelly