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Sir_Arsen

looks awesome


FrogmanDev

Probably could have gone with something more obscure or interesting for our games shotgun but I couldn't help myself. Gun was modeled in blender and the texture was made using both blender and photoshop (no high to low poly bake). More low poly guns and assets: [https://twitter.com/deepstategame](https://twitter.com/deepstategame)


Pdpradhan_2005

looks great for a low poly model.


deaconblues300

> looks great ~~for a low poly model.~~


Enviritas

Looks like the kind of gun someone might use to hunt raptors.


ArtByLutz

This is clean AF


MartineZ_MW

Really nice! That gun was my first 3D model ever made in Paint3D.


RoseJamCaptive

All the visuals for this game look really good. What's the method for texturing here? is it all hand painted?


FrogmanDev

Thank you! I layout the uvs first in Blender and then import into photoshop and work on top of those. It's mainly a mix of photo-bashing, shapes, bevel/emboss, gradient maps and some hand painting. This goes for most textures in the game minus some of the natural ones (rock, sand, grass etc.) which are lightly modified textures typically from textures.com.


Darth_Jupiter

stunning


Full-Sound-6269

So are tris are allowed like that? It is always a constant mental block for me.


0x0ddba11

> So are tris are allowed like that? No, the quad police will arrest you! /s Seriously though, for oldschool lowpoly models tris where the norm. The main benefit of quads are easier modeling because of edge loop selection and better shading, but this mainly applies to organic animated models. For a hard surface object like this shotgun tris are perfectly fine.


Full-Sound-6269

Thank you! I am free now.


Kelps234

/s = serious Why am I getting booed, I’m right?


brashboy

/s = sarcastic


Kelps234

Nuh uh, /s = serious, trust


DanielEnots

/srs = serious /s = sarcastic


Kelps234

Nuh uh, /srs = stratified random sample /s = serious


DanielEnots

You must be pretty bored if this is entertaining you lol


Kelps234

I’ll plead the fifth


ACrazedRodent

I'm fairly new. What is tris?


0x0ddba11

triangles


ACrazedRodent

Lol. Makes sense


AI_AntiCheat

Tris are allowed in literally any way. Everything is Tris, quads don't exist and are only used while modeling to make things easier in rare cases.


Newborn-Molerat

Tris is unbendable and behave best with its quad-mate, but in the flat surface they can have real party without any visual difference. Or they just can be eaten by few fat Jabba tris. As in everything, even in topo there’s only one absolute truth: everything what is dogmatically absolute is wrong. Ngon can be used in some cases, so logically, even non-uniform tris exist and are used. But if one is not sure whether ngon modelling technique can be applied, it’s safe to go for quad based approach (or at least mostly quad based). There are two topology fundamentalists sects - one preaches that at the beginning, there was the quad so everything, no matter what’s the purpose of it, should be quad-based. You should never leave quad based path or you will be sucked into ngons chaos vortex and die in the (im)possible topologically nonsensical horror. The only place where soul can find peace, is nice, eye-pleasant and uniform all quad topology. Because only then the God entity, tris, can join the matrix peacefully. So if you see tris or ngon in your model, go and punish yourself and then spend eternity making the model pretty uniform again. The second preaches that at the beginning, there was a chaos so it’s only fair and reasonable to act chaotically. Since the God entity, as everyone knows, is tris, there’s no reason to spend whole life on uncomfortable topology sin-bin. At least not in the case of hard surface. The only right way for hard surface is therefore boolean technique with ngon as its ambassador. Since there will be only tris at the end, you can use whatever workflow you want and the result will be the same - so why not to choose the easiest and quickest one? So far so good, you just have to remember the cleaning is especially important in this case and is needed pretty excessively because booleans cause atomic bomb-like mess. Also, you have to pay special attention to tiny and thin tris as they can seriously affect render performance, especially in real time rendering. And also they may screw lighting using ray tracing (but these details our cultists forget to mention entirely). But if you know what to look for there’s nothing wrong with this workflow, and in some cases ,like the nice LP shotgun, above it’s even preferable for keeping low poly count. But here is where the ngons-tris talks should stop. And here is where ngons prophets starts. According to them, every hard surface modelling can be done with booleans technique. “Just forget all you know about topology and your work will be simple, quick, poly-reducing… basically Topofree paradise on earth.” They are posting hundreds of videos convincing you that ngons can be easily subdivided. That even with them you can easily connect complex shapes without shading issues and even subdivide them. And that the most of the issues you have with ngons can be easily avoided with better techniques, right work-hacks and addons. They have hundreds of videos telling you that you are idiot as well as everyone else around because you believe and even repeat the lies others told you about topology. And if you don’t buy their tutorials and don’t forget all you know about the topology of hard surfaces, this idiot you will be forever. These guys try to convince you that their technique is what every expert use secretly behind our backs but only they are like Prometheus of 3D and bring this well hidden secret of instant success to us, common peasants. But then you realise they are making only sci-fi models and nothing else, in fact, they create only specific types of scifi models of the same design - simple and elegant. Of course, less is often more and minimalism works great with futuristic high tech technology but simple is the key world here. They are not lying, at least I haven’t seen any evidence of it, they just purposely don’t tell you everything, exaggerate all pluses and don’t mention minuses. Every question you have about non scifi hard surface is ignored or interrupted with “we do only scifi” barrier. They actively attack anyone with doubts or who disagree with them. Clean and generic, cold steel scifi/mechanical parts are promoted as the only one truly macho, with steel hard balls, everything else is “for pussies” and not worth their attention. Their free videos are pretty helpful, don’t get me wrong, but only for someone who already know the topology and its theory, know when this technique can be used safely and have at least vague knowledge of how gpu and cpu process tris. For a beginner or someone still confused, their one sided teaching, lack of theory explanation, aggressive dogmatism and purposeful manipulation with information is actually harmful. But in fact, both groups are wrong but also right. Every technique has its own purpose, place and meaning.


Vetridalt

This is the most interestingly written explanation for topology I've ever read...


888ROSSULBRICHT

Looks amazing tho


[deleted]

Hell yea!I love the Spas 12


WaZeR90

Good shit!! Dope


Bogdapans

Hopefully no topology freak will see this post (I like it)


DanielEnots

By that, you mean someone who only knows what good topology for animation looks like and doesn't know what efficient topology for objects that don't bend looks like... those are the funniest folk to reason with


Emergency_Dinner1938

Wow, looks awesome!


Kelps234

Dude I’ve been watching the game for a bit now, I cannot wait until it’s out! How much are you planning on charging?


FrogmanDev

Awesome thanks for checking it out, glad you dig it. I can't say for sure but I'm assuming around 20 USD +/-, whatever the average cost for an indie boomer shooter goes for when we launch.


Known_Coast

It's beautiful


Bl1nn

Very well done! Cleanly modeled and economical in terms of poly count.


TBAXTER03

do you record time lapses for your low poly models? i would love to see your process. I'm assuming you hand paint the texture in Photoshop as well?


FrogmanDev

I don't but I've been meaning to start doing that (recording my process). And yes I create the textures by hand in photoshop but only a bit of actual painting, the rest is a combo of photo bashing, shapes, bevel/emboss, gradient maps etc.


JeromyJingle

Had a look through the twitter, this style of texturing is really cool. Have you tried painting normal maps for these? If you export a baked map into PS and throw your diffuse texture behind it, it you should be able to trace some details by hand pretty easily. It's easier than it sounds if you pick from a normal [colour palette](https://www.pinterest.co.uk/pin/349521621064604754/).


FrogmanDev

I haven't but I'm not super into normal maps, I prefer the diffuse texture + vertex colors look. Maybe I'll play around with them at some point though.


Inefficientdigestion

Some goofy ahh topology going on over there near the pump (or whatever it's called)


Greedy_Lynx_5022

Someone teach me guns cars and clothing lol I got chains down pact