>>1017265 I programmed a rudimentary 3D modeling tool in javascript + three.js. It’s very simple, but enough for my lowpoly purposes. It supports basic skeletal animations, UV mapping, and exporting to .glb format, which makes my workflow easier [picrel: a prototype I programmed in C + raylib using these models].
>>1017378 Um… right now I assign the UV coordinates "triangle by triangle" using my own system. It’s tedious, but it’s the way I like it : )
[Picrel] I made a new model, though it turned out a bit weird... I guess you could call it "style" :P
>>1017426 Thanks! And now that you mention it… yeah, the white skin and simple design do give off cave story vibes c:
>3d modeling tool Uh, I’m kinda embarrassed to show it since it looks super rough and temporary x_x. It’s understandable since it’s just for personal use... Maybe once it’s more polished I’ll share it :P
>>1017674 It’s nice that someone remembers me. Yes, in the last few months I’ve managed to improve this tool. For example, now I can export to .glb format, which allows the models to be used in a wide variety of development contexts.
>>1021241 Um... I’m not sure which software you’re referring to, but in my app 3D models are created in a rather 'spartan way', that is, triangle by triangle [or rather, quad by quad]. The interface is inspired by Worldcraft/Hammer Editor. I know this approach isn’t the most suitable for ultra complex models, but it’s more than enough for low-poly ones.
>>1026592 Joking aside, creating a lowpoly character that looks anatomically attractive seems like a good challenge to me. I think I’ll work on that today :)
>>1026916 If you mean how to do it in conventional software, I don’t know, dear anon. I’m not exaggerating when I say I don’t even know how to make a sphere in Blender... I’ve always "hated" conventional 3D modeling software because its endless geometric abstractions obscure the really simple and intuitive thing behind the scenes: three vertices form a triangle. The direct and ergonomic manipulation of this simple fact is what I always wanted, which is why I made an app using ThreeJS that lets me manipulate these vertices directly without so much "bureaucracy". I know this custom approach, due to its inherently rudimentary nature, prevents me from creating complex things quickly, but for my lowpoly purposes, it is enough.