Hi all,
I'm looking to create a 3d top down shooter and I've been following a thread on here for a while as I love the art style being used.
Does anyone know what the art style used to create the enemies would be called, or what I should search for to find similar art styles to this?
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Edit: this is just what I would call it, I don't know that there is an 'official' name
Those models actually don't look shaded, but it's close enough imo
We should haave a thread called'' Help me define this art direction'' or ''what's the process to achieve this shading''.
I'm currently texturing a character that I wanna export into Unreal 4.
I wanna have this exact kind of shading (Wildstar- cinematic):
[ame]https://www.youtube.com/watch?v=fn8648VGMKM[/ame]
I see hand-painted, yeh sure, but I can't define what is baked and what is dynamic.
Should I bake the AO, should I paint the specualr hightlights and the reflections or let the engine do the work for me?
I also see that rimlight shader mario galaxy effect and wondering how to do it within UNreal
Need help.
Create a fresnel node.
haha, I remember when I first saw Mario Galaxy, and my immediate though was:
The real problem with getting it to look right in UE4 is that theres no easy way to get colored specular reflections on non-metallic surfaces, so your colors end up getting washed out by the scene light. Let me know if you figure that one out, okay?
And Cnc, "flat shaded low poly" is what I'd call it, too. Check pixelatedcrown.tumblr.com and simplecg.tumblr.com for good examples.
Glad to see another one trying to achieve this shading.:D
I'm also going to try a shot at Unity since it's way more straightforward for shading like this.
Taken from: http://www.polycount.com/forum/showthread.php?t=151751
You could also try sending a private message to the artist, maybe he knows of more references to this style.
it's low poly with low rez texture size with point/nearest neighbor filtering.