wow. these look incredible. what are you rendering in?
obvious question of the day: is its all just extruded shapes with color applied to each object and the lighting does all the color shading?
ohhh sweet i love these. my only comment would be that i wish there was a teeny bit more depth in the forest one, since your other ones feel more vast. The cloudy area seems kind of flat with the same brightness/lighting for the clouds/stars. But I guess it's ok for the stylistic purposes.
@Dubzski -basically, get the shape of what you want first with extruding manipulating geo. then when its ready i triangulate and use hard edges.
then you use the randomize function on the verts (xsi)(not sure what it would be in maya). the key of it is to go as far as you can before this step and dont rely on it to to the work for you but also make sure its doing its job to make those unique shapes.
@jeff Parrot yeah man! ill see what i can do tonight if i don't end up finishing the next one tonight!
do you have a prefered size?
i think i might make a video or image tutorial for it soon to show my workflow if theres enough people wanting to see the how to more visually.
i think i might make a video or image tutorial for it soon to show my workflow if theres enough people wanting to see the how to more visually.
Yes, please. That would be awesome. I really love this stylized low poly look. It's sad that there are not many games that look likes this (at least that I know off).
ooo thanks Jeff! ill post once i get them all sized up for the wallpapers.
so its looking like i should prob make a tutorial for my workflow.
right now i dont have a microphone to record with but i might be able to pick one up soon so i can put up a decent tut for you guys.
tonight i couldnt resist showing the start of the next one for the series.
I mostly want to make another one before the tutorial just to make sure i can cover everything i want too.
heres the WIP of tinkering around for a bit before bed.
I figured out in Maya (at least the 2012 version) if you select an object and go to Edit Mesh->Transform Component you can randomly bend the vertexes into weird shapes like this. You can adjust the randomness with a slider, and if it isnt random enough you can just keep re-doing the transform again and again to get really weird results.
yeah that sounds about right for the Maya equivalent.
in xsi itll bring up a window with a slider for X Z and Y values which are super helpful for getting the right look.
you can also link it up with a weight map so you can paint where you want the geo to randomize and have the ability to blend it into a smoother surface.
hey guys! I haven't found anytime to actually sit done and make a tutorial for you guys, also im still fleshing out what to show you guys too.
so if there is anything you guys want to to go through just comment and ill make note of it when i can find some time to start it.
i wasnt a big fan of where the 'cactus desert' evironment was going so i dug into a few of my other ideas for the time being.
this is what i ended up with over 2 couple of evenings
The colors are so vibrant and pretty :V
I took a shot at the lowpoly desert some time ago, although ended up with a more bleached out render. Did you vertexpainted the polygons ?
in my scene i dont have any lights, all my materials just use:
AO which most of the time ends up purple
and incidence based lighting which ill have a:
-top down (usually emulates the sunlight or in some scenes its used to create the 'sand' paths
-2 sides the two will be used for the main colours, usually slight hue shifts from eachother for variance
-and/or bottom/back used either for a rimlight or help with shading undersides.
-and also fog to create the depth of the scenes
then paint a weight map( I believe it would be vertex painting) where i want my colours to transition, like in the portal landscapes, i painted where i wanted my red to show up.
i like using the weight maps to paint as i can then be very fluid and spontaneous with colouring them.
This absolutely stunning. Great Job!
One minor critique from me is that as a CG artist, I will notice when something is a hard edge (smoothing group). In 99% of this it works, but in some areas such as the portals around the entrance it just looks like faceting rather than deliberate hard edges.
Again though, great work!
they are just separate meshes. the crystals are actually a group of about 5, then i just scale them and group them together to create a sort of plant growth across the scene.
most of my scenes are just modelled for one shot. so i can usually make one landmass the way i want it, then duplicate that and use it for the distant hills.
Your work is really inspiring ! What I'd be looking forward to the most in your tuts is how you choose the colors and apply dat fog and crystals and portals and -- scratch that, whatever you put in will be good...the more the better!
I love this style. I've been playing around with it as well ever since I discovered it while looking at stylized low-poly trees. I really like your red portal one. What was the inspiration, if you don't mind me asking?
hey everybody! sorry for not being able to post anything about a tutorial, been super busy at work and home. im hoping i can find some time soon to work on getting something up for everybody to check out.
Hey, I see it's been a while since you posted here Calder, but I would love to see what these environments look like without any of the colour, then with just the ambient occlusion you mentioned etc. I'd love to see how these images are formed.
Replies
obvious question of the day: is its all just extruded shapes with color applied to each object and the lighting does all the color shading?
as for the how question.
im using softimage and mental ray.
all the lighting is done through incidence based lighting and AO with a little bit of tweaks in photoshop.
Really nice lighting and colours btw, love teh crystals in the desert .
edit: just saw what you're using, but damn these look great!
@Dubzski -basically, get the shape of what you want first with extruding manipulating geo. then when its ready i triangulate and use hard edges.
then you use the randomize function on the verts (xsi)(not sure what it would be in maya). the key of it is to go as far as you can before this step and dont rely on it to to the work for you but also make sure its doing its job to make those unique shapes.
@jeff Parrot yeah man! ill see what i can do tonight if i don't end up finishing the next one tonight!
do you have a prefered size?
i think i might make a video or image tutorial for it soon to show my workflow if theres enough people wanting to see the how to more visually.
Just out of curiosity about how many triangles are in a scene like this?
Yes, please. That would be awesome. I really love this stylized low poly look. It's sad that there are not many games that look likes this (at least that I know off).
so its looking like i should prob make a tutorial for my workflow.
right now i dont have a microphone to record with but i might be able to pick one up soon so i can put up a decent tut for you guys.
tonight i couldnt resist showing the start of the next one for the series.
I mostly want to make another one before the tutorial just to make sure i can cover everything i want too.
heres the WIP of tinkering around for a bit before bed.
in xsi itll bring up a window with a slider for X Z and Y values which are super helpful for getting the right look.
you can also link it up with a weight map so you can paint where you want the geo to randomize and have the ability to blend it into a smoother surface.
so if there is anything you guys want to to go through just comment and ill make note of it when i can find some time to start it.
i wasnt a big fan of where the 'cactus desert' evironment was going so i dug into a few of my other ideas for the time being.
this is what i ended up with over 2 couple of evenings
The Red Portals:
Tutorial please!
oh and BTW i have started making a tut for everybody as well
I took a shot at the lowpoly desert some time ago, although ended up with a more bleached out render. Did you vertexpainted the polygons ?
Great work.
in my scene i dont have any lights, all my materials just use:
AO which most of the time ends up purple
and incidence based lighting which ill have a:
-top down (usually emulates the sunlight or in some scenes its used to create the 'sand' paths
-2 sides the two will be used for the main colours, usually slight hue shifts from eachother for variance
-and/or bottom/back used either for a rimlight or help with shading undersides.
-and also fog to create the depth of the scenes
then paint a weight map( I believe it would be vertex painting) where i want my colours to transition, like in the portal landscapes, i painted where i wanted my red to show up.
i like using the weight maps to paint as i can then be very fluid and spontaneous with colouring them.
One minor critique from me is that as a CG artist, I will notice when something is a hard edge (smoothing group). In 99% of this it works, but in some areas such as the portals around the entrance it just looks like faceting rather than deliberate hard edges.
Again though, great work!
Great work guys.
they are just separate meshes. the crystals are actually a group of about 5, then i just scale them and group them together to create a sort of plant growth across the scene.
most of my scenes are just modelled for one shot. so i can usually make one landmass the way i want it, then duplicate that and use it for the distant hills.