I've been working as the environment artist and level designer on Ruah. A first person exploration game with a low poly art style. I thought I'd upload some screenshots to get some feedback and tell you a bit about my workflow so you can criticize me for not being productive .
You can also follow the game on twitter or facebook, or check out our devlog if you want more information. https://twitter.com/TeamRuah https://www.facebook.com/ruahgame http://forums.tigsource.com/index.php?topic=41728.0
So, on to the workflow! It varies a little bit depending on the objects (I use3ds Max by the way...). But I'll start off with
1)landscapes
Triangulate a plane with many subdivision and then use soft selection to make hill etc...Then cut off the bits you dont want and add a noise modifier. Easy!
2)Rocks
I start off with a cube with a few subdivions. And use soft selection to give it the form I want, then I triangulate and add a noise modifier. Then I grab all the vertices and weld them, steadily increasing the threshold until I have the amount of vertices I want. Also Easy!
3) Trees
I made the trees early on in the development process and didn't really have a smart way of building them back then. Right now i'd do it similarly to the stones... Back then I did basic box modelling and then triangulated them by hand to get the edge flow I wanted.
Okay, that's it. I thought I'd keep it short, but if you have any questions to specific meshes or anything else just ask.
Interesting. Theres a similar game coming out called "No man's sky". You might want to keep this in mind as it has a simple art style and is an exploration game as well
Interesting. Theres a similar game coming out called "No man's sky". You might want to keep this in mind as it has a simple art style and is an exploration game as well
I've heard of it. It looks amazing! Love their colour scheme.
* More Contrast (value effect)
* add more Particals
Looks good so far! I was wondering if you're just using solid material colors per object?
I've seen some people apply simple texture maps of color gradients to this type of style which tends to scatter the color in different faces of the object's body, enhancing the overall look and adding some slight color variation.
I think a lot of it has to do with the pleasing minimalistic structure of origami (just a quick example pulled off the web) http://www.mabonaorigami.com/en/galleries/animals.html as well as maybe taking some queues from cubism. If you look at some cubist paintings you can see a lot of the shapes found from low poly work, but you'll notice alot of the painters were more expressionist in the variance of color in each plane while still remaining readable (albeit, this is a very broad statement)
Another element that might be interesting and further separate your work from all of the low poly artwork being done is maybe incorporating a few different textures into your scenes without overdoing it. IE treating textures more like how a collage artist would (those crazy bastards must keep 5000 different types of paper in their drawers)
Just some food for thought and possible inspiration. I'd also do something to make it more visually noticeable that it's supposed to be snowing (kind of reads like confetti at a glance right now) although of course a screenshot rather than animation of the particles falling contributes to that problem.
Hey Deathstick! Thanks a lot for the detailed feedback!
We're only using solid colours at the moment and although what you say makes perfect sense, I had initially planned on using a crumbled paper normal map and putting that on every mesh. But not having to unwrap all the models was too tempting, considering our short development time. That's definitely something I'll look into at a later time though.
And although those are the snow particles, they actually aren't supposed to be in this scene! This is a screenshot from winter with some: https://twitter.com/TeamRuah/status/490408156758290432/photo/1
And thanks Robeomega!
I agree that the colours are a little muted. The desaturated look in the screenshots is necessary for gameplay purposes however. The player can interact with the world, which among other things increases the saturation so it looks more like your edit.
Replies
1)landscapes
Triangulate a plane with many subdivision and then use soft selection to make hill etc...Then cut off the bits you dont want and add a noise modifier. Easy!
2)Rocks
I start off with a cube with a few subdivions. And use soft selection to give it the form I want, then I triangulate and add a noise modifier. Then I grab all the vertices and weld them, steadily increasing the threshold until I have the amount of vertices I want. Also Easy!
3) Trees
I made the trees early on in the development process and didn't really have a smart way of building them back then. Right now i'd do it similarly to the stones... Back then I did basic box modelling and then triangulated them by hand to get the edge flow I wanted.
Okay, that's it. I thought I'd keep it short, but if you have any questions to specific meshes or anything else just ask.
* More Contrast (value effect)
* add more Particals
good job!
Particles are definitely on the way!
I've seen some people apply simple texture maps of color gradients to this type of style which tends to scatter the color in different faces of the object's body, enhancing the overall look and adding some slight color variation.
I think a lot of it has to do with the pleasing minimalistic structure of origami (just a quick example pulled off the web) http://www.mabonaorigami.com/en/galleries/animals.html as well as maybe taking some queues from cubism. If you look at some cubist paintings you can see a lot of the shapes found from low poly work, but you'll notice alot of the painters were more expressionist in the variance of color in each plane while still remaining readable (albeit, this is a very broad statement)
Another element that might be interesting and further separate your work from all of the low poly artwork being done is maybe incorporating a few different textures into your scenes without overdoing it. IE treating textures more like how a collage artist would (those crazy bastards must keep 5000 different types of paper in their drawers)
Just some food for thought and possible inspiration. I'd also do something to make it more visually noticeable that it's supposed to be snowing (kind of reads like confetti at a glance right now) although of course a screenshot rather than animation of the particles falling contributes to that problem.
We're only using solid colours at the moment and although what you say makes perfect sense, I had initially planned on using a crumbled paper normal map and putting that on every mesh. But not having to unwrap all the models was too tempting, considering our short development time. That's definitely something I'll look into at a later time though.
And although those are the snow particles, they actually aren't supposed to be in this scene! This is a screenshot from winter with some: https://twitter.com/TeamRuah/status/490408156758290432/photo/1
And thanks Robeomega!
I agree that the colours are a little muted. The desaturated look in the screenshots is necessary for gameplay purposes however. The player can interact with the world, which among other things increases the saturation so it looks more like your edit.