The first iteration of creating environmental models using Poly Art Style was to model Trees for Haven. I began this process by firstly researching online images of poly art style models in current games and i
also found some useful tutorials explaining step by step the process of modelling in this particular art style. The tutorials mentioned are not made for using the 3dsMax modeling pipeline, However, 3dsMax offers the same tools in its package to make these tutorials adaptable.
Below are research images that i used as a reference when creating my own variation. Researching is benefitial by generating the idea of what i want to achieve before aimlessly creating random models.
Research:
http://www.awwwards.com/low-poly-illustration-what-s-the-secret.html
http://www.awwwards.com/low-poly-illustration-what-s-the-secret.html
Tutorials:
http://gamedevelopment.tutsplus.com/articles/go-beyond-retro-pixel-art-with-flat-shaded-3d-in-unity--gamedev-12259
http://cgi.tutsplus.com/tutorials/secrets-to-creating-low-poly-illustrations-in-blender--cg-31770
Although i used tutorials to learn about Poly Art Style, i still had some difficulty creating the models needed for the game. However with practice, and i mean a lot of practice i finally achieved the models we were looking to create.
As a team we discussed what trees we needed to achieve the atmosphere we wanted in the game. Our first idea was to create Palm Trees as the scene is set on a tropical island. We also wanted to populate the island with variation of trees so we therefore decided to also add Deciduous Trees. Below are mock designs i have created to review with the team and understand what approach we want to take. On my own initiative, i have also modeled an Evergreen Tree, which was reviewed and approved by the team.
To create these models, in 3dsMax i created a 6 sided Cylinder and unchecked the "Smooth" option as to keep to the box like appearance of Poly Art Style. Then after changing the object to an "Editable Poly", i used the extrude option to make branches for the trees. Then i modularly placed approximately 5-10 segmented spheres on top of the branches to finish off a Deciduous Tree. For Palm Trees there were no branches but more emphasis on the overall shape of the trunk. Then with the completed trunk, i could add the leaves in which i found a great way of creating them. This was to create a 5 segment sphere and scale it down on the x-axis and scale it up on the y-axis. This left a leaf looking object. After some final polishing i attached all the pieces together.
Here are different variations of the tree's i have created for Haven including Deciduous Trees, Palm Trees and Evergreen Trees.
Deciduous Trees
Below are research images that i used as a reference when creating my own variation. Researching is benefitial by generating the idea of what i want to achieve before aimlessly creating random models.
Research:
http://www.awwwards.com/low-poly-illustration-what-s-the-secret.html
http://www.awwwards.com/low-poly-illustration-what-s-the-secret.html
Tutorials:
http://gamedevelopment.tutsplus.com/articles/go-beyond-retro-pixel-art-with-flat-shaded-3d-in-unity--gamedev-12259
http://cgi.tutsplus.com/tutorials/secrets-to-creating-low-poly-illustrations-in-blender--cg-31770
Although i used tutorials to learn about Poly Art Style, i still had some difficulty creating the models needed for the game. However with practice, and i mean a lot of practice i finally achieved the models we were looking to create.
As a team we discussed what trees we needed to achieve the atmosphere we wanted in the game. Our first idea was to create Palm Trees as the scene is set on a tropical island. We also wanted to populate the island with variation of trees so we therefore decided to also add Deciduous Trees. Below are mock designs i have created to review with the team and understand what approach we want to take. On my own initiative, i have also modeled an Evergreen Tree, which was reviewed and approved by the team.
To create these models, in 3dsMax i created a 6 sided Cylinder and unchecked the "Smooth" option as to keep to the box like appearance of Poly Art Style. Then after changing the object to an "Editable Poly", i used the extrude option to make branches for the trees. Then i modularly placed approximately 5-10 segmented spheres on top of the branches to finish off a Deciduous Tree. For Palm Trees there were no branches but more emphasis on the overall shape of the trunk. Then with the completed trunk, i could add the leaves in which i found a great way of creating them. This was to create a 5 segment sphere and scale it down on the x-axis and scale it up on the y-axis. This left a leaf looking object. After some final polishing i attached all the pieces together.
Here are different variations of the tree's i have created for Haven including Deciduous Trees, Palm Trees and Evergreen Trees.
Deciduous Trees
Palm Trees
Evergreen Trees
















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