So I have figured out how to make Low Spec Models in maya. These are not just Low-Poly models, but low-resolution textures as well, usually pixel art.
It's not too popular of a craft, so it's semi hard to find other people that do it. There is a forum called
Pixelation, and one of the sub-forums is called
Low Spec Art, and one of the things that people post there is stuff like this.
People use lot's of different programs, but I chose Maya, since it's what I know best. I used the 2012 version. You can get a 3 year Maya license if you're a student, which is what I've done. Here's how:
- Make the texture.
Making the texture first isn't required, but it helped me with my first model. Be sure to account for every side. I decided to make mine perfectly cubey. When doing not cubey stuff, rather than trying to pixel the edges, pixel them as if the face is going to be square. Notice how the house is slanted, but the texture is still square.
- Maya Modeling.
For the Modelling, create each cube, and adjust the size with the controls in the attribute editor, making it as many pixels wide as you did on the texture. Place them this way too. Because maya calculates position by the very middle of an object, when you place things that have an uneven number of pixels, you will need to use half numbers (13.5, 0.5 etc.). Once you've created all the pieces and arranged them into the model, group them by going to Mesh > Combine at the top.
- UV Mapping.
Skip ahead if you've UV mapped before. UV mapping attaches the texture to the model. First you must add a new texture RightClickDrag on your model and release on Assign New Material. Pick Lambert as the material type. Then Click the little black and white checkered box to the right of color in the attribute editor. Click on File in the popup.
Click the folder next to image name and select the texture you created earlier.
With your model selected, go to Create UVs > Automatic Mapping. You want to optimize for less distortion. Then Edit UVs > UV Texture Editor, and the UV window should popup. RickClickDrag and pick UV to enable you to play around with the UVs. Select them all and drag them out of the square in the center, so that you can see your texture.
- Disable Filtering.
Before you begin, you might notice that the pixels have been blurred, which you probably don't want. To get rid of this in the UV window, go to Image and check Display Unfiltered. To do the same in the 3D viewport, click Shading(in the viewport menu) and then the options box for Hardware Texturing. In the popup, select the unfiltered Texture Filter.
- UV Map
Now back in the UV editor, we have to first figure out which piece is which. Select a corner of one, and go to Select > Select shell. You should now have a square selected. You can then look in maya on the 3D model so see which points are selected, to figure out what face it is. Move the piece over to roughly where it is on the map. Then go to Image > Pixel Snap. This makes your selected pieces snap to the pixels on the texture. So select 1 point (or the 2 points of an edge) and snap them the where they should be on the texture. Do this 4 times, so it matches the texture. Turn pixel snap back off, and do this for each piece.
And that's it! One tip I have is to start with a model that is just boxes. It will be easier by far. Another thing, when you're UV mapping, it might be easier to move them all onto where they should be, and then align them to the pixels after, so you don't have to keep turning pixel snap on and off. Check out my creation below!