The way I would do it is make the general shape I want, and subdivide it until it's very smooth. Then I'd use the reduce tool (with preserve quads set to 0, and all "feature preservation" turned off), to reduce it to a very low poly count. Then I'd harden all the normals, to give it the faceted look.
Here's something I did in like ten minutes using the technique. Doesn't look good, but shows the technique works, haha.
And for the rendering, they tend to use strong ambient occlusion, and mostly flat colors. I didn't do that part.
You can also bake ambient occlusion into the vertices, which can look absolutely fantastic for stuff like this.
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Here's something I did in like ten minutes using the technique. Doesn't look good, but shows the technique works, haha.
And for the rendering, they tend to use strong ambient occlusion, and mostly flat colors. I didn't do that part.
You can also bake ambient occlusion into the vertices, which can look absolutely fantastic for stuff like this.
Thank you very much for explanation Joopson !