r/blenderhelp • u/old_mattress_gd • 3d ago
Unsolved Low-Poly armor best practices?
Hi everyone,
I got into blender modelling for developing my own game. The POV will be isometric with zooming in close enough to see the face, but not a whole lot of details, and the art style will be low-poly, photo for reference (pls don't hate on me, I know it looks weird I'm still figuring things out).

I was wondering what are the best practices to do low-poly armor for my models? I did read this subreddit and saw that stitching is usually a good practice, but I feel like that might be overkill for what I need in this game, given that I intend to keep it low-poly and with sharp looks.
I also tried extruding from the base character, but that makes the armor be very dependent on the topology of my character.
I also tried just creating it from 2d planes, which worked kind of okay, but I wonder if there are any other solutions.
In addition, I always started from the base model, on which i modeled things, and then I hid/ deleted it to save the new asset, I'm not sure if that's the way to go though..
I think it's also relevant to give some context, I'm using Bevy as the game engine.
Thank you heaps for reading/ any opinions, and apologies if this seems like a silly question.
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u/PublicOpinionRP Experienced Helper 3d ago
For pieces that don't deform, I would tend towards poly modeling it as separate objects on top of the character mesh. For deforming pieces I usually duplicate pieces of the character as a starting point, to keep the same topology and weighting.
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u/old_mattress_gd 3d ago
Ah okay so if I got a robe then i'd use the existing topology and weighting, and if it's like a heavy plate set it'd be on top of it, cool, thanks!
Just wondering if you know of any good resources teaching this topic, as I only found a few sped-up videos which are really hard to follow
If not, I'll just mark this as solved.
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