AuthorTopic: Low Poly 3D Graveyard Environment (WIP)(C+C)  (Read 1559 times)

Offline pistachio

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Re: Low Poly 3D Graveyard Environment (WIP)(C+C)

Reply #10 on: April 28, 2018, 09:40:19 am
Grave sites can be pretty somber so I'm guessing you're gonna use a lot of value instead of color (saturation).

Some places you can sacrifice polys and make up for it with texture contrast but only if that's a concern.

Talking a little more about the texturing problems I mentioned in my last post here.
Overriding principle in any medium basically is this: the less contrast, the less detail you can get away with. (Or if it's further away from the focal point, what viewers or players see.) To a large extent, polys and texture space are what you have the most direct control over.
It's a battle between variety and fidelity, so if you want fidelity you have to reuse textures as much as possible. Flipping, stretching, shifting, mirroring UVs, if the same two textures appear on different assets, why the hell not save draw calls and squeeze them in one map, etc.

Can't find any examples that are specifically low poly, probably because it's niche stuff. If I do I'll link them.

In the meantime try looking at actual workarounds from the era (or modern stuff that apes it), how tech artists pushed restrictions to their limit. N64, for example, had notoriously little texture memory. I'm not sure about the legality of this, but if you can find a good textured model that some guy extracted from a game (PZ0!), bust open your 3D suite and look at how the UVs relate, or even how they spread across different models if they do, that would help you big time.

Post more and good luck!
« Last Edit: April 28, 2018, 10:12:56 am by pistachio »