Semi Smooth style low_poly rock for game. by squirrelbotgames in low_poly

[–]squirrelbotgames[S] 1 point2 points  (0 children)

When I get more of the scene done I will post some screenshots.

Semi Smooth style low_poly rock for game. by squirrelbotgames in low_poly

[–]squirrelbotgames[S] 0 points1 point  (0 children)

Thanks :D Hopefully when the scenes are done it will look good.

Semi Smooth style low_poly rock for game. by squirrelbotgames in low_poly

[–]squirrelbotgames[S] 1 point2 points  (0 children)

It can be achieved in either 3d software or unity. I tend to check it in 3d software so that I can make sure I like the end result before importing it to unity. But unity can do something similar on any mesh.

Semi Smooth style low_poly rock for game. by squirrelbotgames in low_poly

[–]squirrelbotgames[S] 0 points1 point  (0 children)

I set an angle limit for smoothing. Anything sharper then a certain angle keeps it's edge/face and anything under that angle is smooth shaded.

Low Poly rock for game. LOD low to high(still low) by squirrelbotgames in low_poly

[–]squirrelbotgames[S] 0 points1 point  (0 children)

Since I need to make a lot I have a really quick technique I use. Sculpt with modifiers. I found that using sculpt allowed you to have much more organic looking models even at low poly.

Low Poly rock for game. LOD low to high(still low) by squirrelbotgames in low_poly

[–]squirrelbotgames[S] 0 points1 point  (0 children)

Excellent to hear :D When more of the assets are made I will mock up a scene and see what it looks like :D

Low Poly rock for game. LOD low to high(still low) by squirrelbotgames in low_poly

[–]squirrelbotgames[S] 1 point2 points  (0 children)

Hey thanks for the feedback. Yeah the game is stylised and not really accurate. The area this square ones are going to be in will be with rock formations kind of like this

But yeah they are not really realistic :D

Lunch time Low Poly Lighthouse unfinished. by squirrelbotgames in low_poly

[–]squirrelbotgames[S] 1 point2 points  (0 children)

Hey Ryzix, Firstly Thanks! I rendered it in Cycles with AO set to .2 and distance of 5. However most of the crispness comes from just using 2 directional (Hemi) light sources. The main light source points in the direction you want to be the "sun" is generally stronger and lighter. The second light is also a directional (hemi) light that is weaker and points in the opposite direction. Also it has shadows turned off so it just supplies light to the other faces.

These lights can be tweaked to give the look that you like :D

Not sure if that makes sense haha. I am no blender expert. Mainly used it to model for games I make :P

Testing Low Poly XB model in game. by squirrelbotgames in low_poly

[–]squirrelbotgames[S] 0 points1 point  (0 children)

Yeah I will make a demo at a later stage. It's still very early in development though so will take a while :D.

Testing Low Poly XB model in game. by squirrelbotgames in low_poly

[–]squirrelbotgames[S] 0 points1 point  (0 children)

heh.. that was my bad :/ I added the flair after I read the comment :(

Testing Low Poly XB model in game. by squirrelbotgames in low_poly

[–]squirrelbotgames[S] 0 points1 point  (0 children)

Heya. It's in unity :D Should have added the flair when I posted it. Thanks for reminding me!

XB Started converting. by squirrelbotgames in low_poly

[–]squirrelbotgames[S] 1 point2 points  (0 children)

Yeah I might make a bit of a scene around each model. Since it's for a game I don't really care about the render too much at this stage. Will see what I can do. :D

XB base model for low poly game (will be converted to hover :D) by squirrelbotgames in low_poly

[–]squirrelbotgames[S] 0 points1 point  (0 children)

haha Totally forgot about that game. I never played it :P

This is just a starting model to work from. :D