I once worked on a game in Unity with this exact art style. When modelling I would turn off all smoothing groups and keep the triangle count right down to get those nice hard edges in game. For textures you just need one really basic texture which tiles in both axes. You can then multiply the diffuse by different colours in the engine to get lots of variations. Good luck!
I once worked on a game in Unity with this exact art style. When modelling I would turn off all smoothing groups and keep the triangle count right down to get those nice hard edges in game. For textures you just need one really basic texture which tiles in both axes. You can then multiply the diffuse by different colours in the engine to get lots of variations. Good luck!
exactly this.
In 3dsmax you can do automatic smoothing groups based on the desired angles. This allows you to try out different looks, really helpful.
Post some results ! I have always been a fan of this artstyle and would love to see your attempts.
Replies
Lighting: The soft look is typical of big area lights, GI, AO and some post production
Texturing: Thyere are no textures
In 3dsmax you can do automatic smoothing groups based on the desired angles. This allows you to try out different looks, really helpful.
Post some results ! I have always been a fan of this artstyle and would love to see your attempts.