The following are steps to set up your 3D software to make lowpoly renders. The original post was made back in 2008 so some information may be out of date. It's highly recommended to use a dedicated multiplatform tool like Crocotile3D or Blockbench to make lowpoly art these days. Turning off antialiasing & filtering. Meet…
There is no "better" way, it's just a matter of making some artistic decisions and having the technical ability to execute them. Shaders and image effects are important. Shaders let you control how the light, shadows and texture are interpreted. If you can control the shading, you aren't stuck with the standard shaders.…
This is supppppppeerrrrrr dependent on engine and lighting model, for deferred shading this is more common. However, for more traditional setups, you can use whatever type of shader per object you want, simply restricting to the minimum amount of shaders/chunks per mesh is what is important. If you've got 50 meshes in the…
that is what i am doing right now luckily png have deterministic loss-less compression so all the textures with the same dimensions dont end up being exactly the same file-size but duplicates do. the dolphin directx9 plugin dumps pngs while the opengl mode only extracts tga that was a bit of pain in the ass because i moved…
I did this : I downloaded the build in shaders from their site and used the HIDDEN NATURE SHADER for leafs and I got the wave . But again hope t see a material editor like UDK and then using the Wind effect would be easy as we make our custom shader also you need to put your models in a folder called : Ambient-Occlusion so…
Mostly because i had no idea it was possible but "benr" never does cease to amaze me. http://www.xsibase.com/forum/index.php?board=29;action=display;threadid=28834 The power of normal map displacment: ps: not my work.
Hi! Props for attaching files :-B Taking a look at the lowpoly, I'd say with beveled edges and the resulting mesh shading, hard edges become redundant. While hard edges need UV splits (when baking a normal map), not every edge along a UV split needs to be shaded hard. I would use use hard edges deliberately in places where…