![]() I just finished Return of the Obra Dinn and loved it, just as I loved Papers Please and I think both are perfect examples. And some of my favorite games are my favorites because they are so distinctly not what I would have done. To me it's like designing a vehicle then, near the end, asking, "Hey so should this be a plane, train, or a submarine?"īut that doesn't mean it's wrong, it's just not what I would do. ![]() Which initially is baffling to me how do you spend hundreds to thousands of hours working on something and not consider how it will look? To me it's such a core part of creating things that to work without it is just foreign. There aren't that many artists here or even on reddit in general so I get to see a lot of very differing mindsets but it would be foolish to judge them as "wrong" (people are quick enough to do that against me).įor example I was talking yesterday to a guy who had essentially made an "entire" game but was asking the question, "So what should it all look like?" All the stuff like style, theme, setting, etc were just not part of the equation. The quality of that decision is up to personal interpretation. Whether you, me, or anyone thinks "less work" is an appropriate choice is irrelevant, my point is that in this case it definitively answers the question, "Why no textures?" And I think you could similarly just ask the question, "Why are so many indie games poorly art directed?" and get a similar answer that reduces to, "Well, turns out that shit is hard so we focused on other stuff" And honestly if I was ever in a situation in which UV/texturing was out of scope I'd probably advocate for some kind of tri-planar solution using global tiles. It's not the choice I would make, certainly. So saying, "Why didn't you do more work?" sort of defeats the rationale behind their choice in the first place. The other answer is that if you're already dodging doing complex modeling already, why not just dodge UVs/Textures as well? Seriously, there's definitely a sub-group of people working in that style that legitimately chose it because it seemed like less work. I mean one answer is that people like it low poly with minimal textures places a lot of importance on the quality of lighting to look good (as opposed to cheap) and some people prefer the look. Now you've got assets that take 10x as long as low poly ones, and you need to make 2-3+ different versions on top of that. The number of potential players with current graphics cards and CPUs pales in comparison to the masses (especially in the worldwide market) that have archaic hardware but might still be in your target market.Įven on powerful machines, modern PBR assets often need multiple LODs, simplified versions of the asset that are used when the player/camera is far away. If you go for higher poly models and more complex shaders, now you have to add and test different graphics settings unless you're ok with a bunch of negative reviews from people trying to run your game on a pentium 3 laptop (and you've essentially locked those consumers out of your game). Your game is likely to run just as well on a potato as it does a VR rig. If you want to never have to think about performance requirements (at least on the graphical/rendering side), low poly makes complete sense. With textures and higher poly models you'll spend 10x as long just getting anything in-engine, and then you're faced with a stupid number of options regarding shaders and even more time getting all of your assets to feel cohesive.Īnother factor to consider is performance. With good lighting and baked GI it's extremely fast to create an aesthetically pleasing low poly style, and it doesn't take much tweaking or refinement. This is especially true now that high poly realistic 3D models require a ton of separate texture maps (albedo, metallic/smoothness, normal, bump/height). ![]() Low poly un-textured models save you the extremely time consuming and challenging process of UV unwrapping, on top of the time savings of not having to create textures. There are plenty of low-poly 3D artists that are totally capable of creating high poly models with detailed textures but don't have the time or resources to realistically finish a game in that style. Feedback Friday Screenshot Saturday Soundtrack Sunday Marketing Monday WIP Wednesday Daily Discussion Quarterly Showcase Related communities 1 For questions, get in touch with mods, we're happy to help you. Free assets OK, be sure to specify license. If you need to use screenshots, that's ok so long as is illustrates your issues.ĭo not solicit employment. Use discord, /r/indiegames, /r/playmygame or /r/gamedevscreens.īe specific about your question. Feedback, praise, WIP, screenshots, kickstarters, blogs, memes, "play my game", twitch streams.
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