Hello pals. Lately I have been baking highpoly weapons and vehicles to very low-poly models with low-res textures as a break from the excess and hedonism of modern budgets.
These are fun and quick to do, so I'm just gonna keep doing them until they get boring. Might even do some non-weapons and non-vehicles :nerd:
Lovely indeed. I sometimes feel like the game industry somehow "missed a step" by diving straight into the high budgets (and fidelity expectations ...) that current hardware allows. There are so many alternative gameart styles possible, just like this !
How did you tackled these in practice ? I feel like the very low budget would require the highpoly to be built accordingly silhouette-wise. Or maybe the end product is so lowres that it doesn't even matter ? Or maybe this is mostly NDO work ? It's hard to tell, in a good way !
How did you tackled these in practice ? I feel like the very low budget would require the highpoly to be built accordingly silhouette wise in order to bake properly. Or maybe the end product is so lowres that it doesn't even matter ? Or maybe this is mostly NDO work ? It's hard to tell, in a good way
It's all baked, with the exception of bumpy polymer textures. The highpolies just look like this:
No turbosmooth or anything (which makes them fast to do). Bake 2048s and downsize them to 256, and the downsampling blurs the hard edges. That way you only need to chamfer the edges on the HP that will end up as UV borders (because the downsampling won't help there). I make the lowpolys fatter than the highpolies so the cage doesn't have to expand too much, which helps with distortion.
I heard about this method from a bud years ago, but I'm not sure if many games have worked inside this spec to take advantage of it
Very cool. One game I can think of that *might* be using something similar is MGS Peace Walker. The final assets are not normalmapped, but they do show some similarities to what you are getting here. The video linked below is of awful quality, but I think you'll see what I mean -
I love it, could we see some without texture smoothing? personally I think there is a threshold where if you go below certain resolution on a certain size mesh then they tend to look better without texture filtering. Reminds me of Evan Racer445's work http://www.racer445.com/misc.html
Though in those examples his lighting it baked.
When I played Dayz I would always think "I would love to see a low poly/ super efficient DayZ clone" just because the game runs so slowly
I love it, could we see some without texture smoothing? personally I think there is a threshold where if you go below certain resolution on a certain size mesh then they tend to look better without texture filtering.
yeah, most of them are showing in a shader that doesn't allow texture filtering to be disabled but i can move them to marmoset for unfiltered shots sometime
Thanks for the comments guys. These aren't for a game, just practicing. Gazu, no secret trick really, just splitting UV shells and smoothing groups if the shading gets too extreme.
Thanks for the comments guys. These aren't for a game, just practicing. Gazu, no secret trick really, just splitting UV shells and smoothing groups if the shading gets too extreme.
Keep up the wonderful chunky weapon work. Normally I'm not a fan of guns, but these capture all of my attention and inspiration. Makes me want to try one for myself!
Replies
How did you tackled these in practice ? I feel like the very low budget would require the highpoly to be built accordingly silhouette-wise. Or maybe the end product is so lowres that it doesn't even matter ? Or maybe this is mostly NDO work ? It's hard to tell, in a good way !
Very cool stuff
It's all baked, with the exception of bumpy polymer textures. The highpolies just look like this:
No turbosmooth or anything (which makes them fast to do). Bake 2048s and downsize them to 256, and the downsampling blurs the hard edges. That way you only need to chamfer the edges on the HP that will end up as UV borders (because the downsampling won't help there). I make the lowpolys fatter than the highpolies so the cage doesn't have to expand too much, which helps with distortion.
I heard about this method from a bud years ago, but I'm not sure if many games have worked inside this spec to take advantage of it
http://www.racer445.com/misc.html
Though in those examples his lighting it baked.
When I played Dayz I would always think "I would love to see a low poly/ super efficient DayZ clone" just because the game runs so slowly
yeah, most of them are showing in a shader that doesn't allow texture filtering to be disabled but i can move them to marmoset for unfiltered shots sometime
How is it possible that your Normalmap looks so clean?
You have a very low poly Model and big UV Shells! O.O
Where are the purple Normal Gradients?
Next one -
Ok Thanks
I included you in my blog's weekly Game-art recap:
http://www.polygeist.com/blog/polygeist-polycount-recap-3
Keep up the wonderful chunky weapon work. Normally I'm not a fan of guns, but these capture all of my attention and inspiration. Makes me want to try one for myself!
xnormal
Would you like to make a Tutorial about Baking dis lp stuff?
Please *angel*
TOP Weapon Artists 4 me:
1. LoneWolf
2. BenBolton
3. Millenia/Polygoo/Tim Bergholz
^^
Gats are ace tho. Dig the little snuby 1911.