This style has been getting a lot if support lately. Sprytile is big, but my favorite is Union Bytes Painter.
Blockbench – A low-poly 3D model editor
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Re: Blockbench – A low-poly 3D model editor
#22This is so cool, I'd never heard of it before but can't wait to try it out. I'm going to check out the PWA version on an M2 iPad, which is quickly becoming my favorite 3D model editing device.
Re: Blockbench – A low-poly 3D model editor
#23I’m actually working on a plug-in for Blender to enable some of this workflow where you can just straight paint on your models :)
Re: Blockbench – A low-poly 3D model editor
#24This might be a little bit too cool for me.
Re: Blockbench – A low-poly 3D model editor
#25This looks really, really cool. I especially enjoy the "unfiltered textures" (not sure what it's actually called) style, reminiscent of the PS1
Re: Blockbench – A low-poly 3D model editor
#26The main thing that makes this nicer to work in than Blender (for these “pixel art 3D” models) is that you don’t need to UV-unwrap your models. That and the fact that working with “pixel art” painting in Blender is inconvenient at best.. I’m actually working on a plug-in for Blender to enable some of this workflow where you can just straight paint on your models :)
Re: Blockbench – A low-poly 3D model editor
#27Looks very cool. I wonder if there's anything that can't be done in Blender, or if it's primarily the constraints and simplified workflow that would make this useful to work with. Maybe the latter; there's a parallel to pixel graphic editors vs Photoshop to be made here. Sure you can use Photoshop to do 8-bit art, but some folks use the dedicated 8-bit painter tools regardless.
Re: Blockbench – A low-poly 3D model editor
#28The main thing that makes this nicer to work in than Blender (for these “pixel art 3D” models) is that you don’t need to UV-unwrap your models. That and the fact that working with “pixel art” painting in Blender is inconvenient at best.. I’m actually working on a plug-in for Blender to enable some of this workflow where you can just straight paint on your models :)
For those that don’t know, UV-less painting is usually vertex painting, where each vertex is assigned a color. In this way the resolution of the outcome is dependent on that of the model.
In the case of this app, a UV map is generated, but seems to be quite crude. Two options are presented: per-face and box. I assume box is derived from tri-planar projection. If so, then I assume that it would be impossible to assign a color to anything that is invisible to the projection, such as underhangs. I will play with it and see.