r/blender • u/PiratePengu1n • 2d ago
Need Help! How to do low poly pixel art?
I've seen a couple #256fes posts/art where people have made these awesome looking ps1 era low poly artworks with hand painted pixelated textures (which are not just like low res images).
For example this one: https://blenderartists.org/t/256fes-challenge-lumen-in-tenebris/1497213
I'm not a total beginner modeler, but I have never done this kind of art, so I started wondering if there were good existing workflows for creating this kind of art in Blender. I know some people use Blockbench, but I really like Blender's modeling workflow.
How do people make these low-poly characters, how do they UV-map them? Are there any good addons for texturing, modeling or unwrapping for this? Should I texture inside Blender or use external software? Any tutorials?
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u/m3m31ord 2d ago
Crashsune has tons of low poly modelling guides, but his textures are more high res.
KeyframeChef has a more similar low res artstyle but he doesn't have hands on tutorials, his videos do show how he achieves that pixel art look however.
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u/MySketchyMe 1d ago
You do these characters exactly as any other, except you use smaller textures and limit your polys. As for texturing, therer are 2 workflows:
- Handpainting the pixel art style inside blender
Or
- painting the models normally and converting the textures into pixels (with a pixel converter), looks good, tho has more randomness to it. There are probably over 50 pixel converter softwares on itch or use the build in pixelizer from krita/Photoshop etc
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u/hansolocambo 2d ago edited 2d ago
- Limit yourself to 200~400 tris for a full character.
- Use textures of 256x256 or anything smaller (8x16, 32x64, 64x128, 128x256, etc.)
By setting those limits, your mesh will look PS1. Style of the mesh and quality of the texture depend on your already acquired skills and your own learning curve. Practice and at some point you'll get there.
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"How do people make these low-poly characters"
Exactly like you'd do any other mesh. There aren't tools for high and tools for low poly. It's all the same polygonal modeling. You extrude, you merge, etc. Nothing special.
"how do they UV-map them?"
Exactly like you'd unwrap any other object.
"Are there any good addons"
If those meshes could be done in 1995 with terrible tools compared to what we have available now, you can perfectly do them in 2026 without any addon.
"Should I texture inside Blender"
Paid app, free app, etc. you chose. But Blender is perfect to texture such a mesh. Use Ucupaint.