Splatoon 64: Inkling Rooms
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*To see more details, please view the Sketchfab render here*

The Splatoon start-up screen finally nudged me to try low poly scene/assets.

Would have been cool if Splatoon had player rooms where they could show off trophies, clothing, and such, maybe some Animal Crossing-lite customization the room; like Pokemon Ruby/Sapphirs’ Secret Bases? Just pure speculation haha

This scene obviously, would consume far more than the 4 kb of texture memory in the N64.(This is why I prefer N64 inspired, as opposed to 100% technically accurate)
But still, its fun to assign limited, but flexible limitations to a hobby. I may do another environment in the future, not necessarily from Splatoon, but in general.

Took a some liberties due to the 90s:
-Laptops, mp3 players, and smart phones either did not exist or were relatively new and not readily available to the public. I went with the closest equivalent tech :P


-The Regressor - facebook | twitter | sketchfab

Software - Maya, Photoshop, After Effects -


Hey everyone!  I found this old video of some handpainted texturing I did a while back.  I never finished it but I decided to throw it up on youtube for fun! :)  I might start doing more videos, maybe some commentary, and more focused on concept art/illustration. We’ll see! :)


And to answer the question about UV unwrapping earlier.  There is a standalone program called UVLayout which allows you to quickly cut seams in an object and interactively flatten them.  There’s also roadkill but iirc that hasn’t been updated in some time.

If you have maya, consider looking at the Bonus Tools.  

I am unsure on many other software applications, and how they unwrap objects, but this is my preferred method, defining a seam, and then unfolding / relaxing the mesh.  Then I lay out the shells manually, grouping generally by material type, and scaling to keep a similar texel density throughout the mesh.


Unusual interesting tool for texturing, using particle brushes!

daikon-console-deactivated20141 asked:

Heya! I was just wondering what do you use to create texture maps? I've been doing guesswork for my texturing and it never works the way I'd like it to (Y'know 'cause I'm guessing how the image would look on the shape... doesn't work out usually > p <) So yeah! It would be neat to know how you do it (O u O)!

Check out this similar question (link) it might be more of what you are looking for, if not please continue reading :) 

Before doing any texturing, I always look at the models UVs (pronounced U-VEEZ). They are coordinates on a 2D plan that map how a texture image is displayed on a 3D mesh. They can be rearranges, scaled, rotated,cut, sewn together just like like the mesh, but only in a 2D plan. In maya, it looks like this, will be using Captain Falcon for this example:

From there, when the mesh or any of its pieces are selected…

…they correspond to a location in the UV editor.

How the UVs are arranged is entirely dependent on who modeled it: arranging UVs is like doing a puzzle with the exception that all the pieces need to make sense to you (or whoever else is texturing). I typically put a models head and face UVs secions in the upper right, bodies on the left, feet on the bottom, etc.It all depends on the complexity of the model, if pieces can mirrored or not. All factors to consider when modeling.

As long as you (or whoever else is doing the texturing) are able to tell what is where, there is no *wrong* way to UV. That goes without saying, you want to make the best use of space in the UV editor, try not to have large gaps of nothing.

But before I actually do any texturing, I make sure the UVs are laid out properly. A good way to tell is by using a checked texture, Like this one:

v Feel free to use one and all! v

^ Feel free to use one and all! ^

If the squares are not deformed or stretched when applied to the mesh, then the UVs are good, if not, simply move UV points, sew edges, split edges, scale, rotate, etc as needed. It can be time consuming, it can be tedious, but worth the effort to get a good texture.

See any distortion?

Yes, some of the squares and number “3” are stretched beneath his armpit, that mean said texture would also be deformed if I textured without accounting for it. But since that particular area did not have much detail or focus, I left it as is, and said distortion is hardly noticeable with the final texture applied.

Was bit wordier than I intended, hope that helps :)

P.S. I must confess: doing UVs is my ABSOLUTE favorite part of 3D modeling. I cannot stress enough how much I love arranging pieces into nice organized works of art ready to be textured OvO


This minute long tutorial teaches you how to make objects glow in Maya Autodesk! 

I used this tutorial to figure out how to make the window glow in my Mouse House

Video created by youtuber OneMinute Maya

kazeknight asked:

Could you explain how to make/texture glasses in low poly?

From the very beginning: This method works in maya, but it should get the idea across even if using different modeling or texturing software.

: Start with cube: 2: Delete three of its faces 3: Squish. Modify size/length if needed.

1: Make sure UVs make sense to you, using auto UV or manually, etc

2: In photoshop (or whatever art program you use) draw out the frames however you want them to look. I typically stick to 128x128 resolutions as I would include them in the same file as the character, unlike this example. 

3: Save the texture without a background as a .png. All blank areas should appear invisible.

1: Import the .png file into maya, assign it to a material. and apply it to the mesh. Be as detailed or not as whatever style you are aiming for!

Thats really all there is to it! This is by no means the only way to do low poly glasses, but *a* way that I prefer. Just practice/experiment with as few polys and low a resolution as you feel comfortable with! I hope that answered you question!



Not related to Metal Gear but I thought I’d show you all something I’ve been working on. I was commissioned to model and animate the firing of a shotgun shell. Here’s the progress so far! It was great reading all your nice asks as I modelled it and it helped me focus on it.

This is a big thing for me, for the first time in years I’ve had to model and texture a model myself, the last time I did this was when I first got into animation so it’s definitely a trip down memory lane!