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๐Ÿงต easy 3d workflow for indiedev

Anonymous No. 885101

I recently came across this amateur made game. It's characters are something that even a low skilled person like myself could replicate. So it inspired me. I quit 3d because I sucked at it, the learning curve was hard and I just had no motivation to do anything because I could not come up with a project.

So I want to make a game of my own. I have a few ideas but for the most part I will adjust things to the artstyle. I am looking for a workflow that is one or two steps above this game because I expect to make 2-3 models a day and finish this project in a month or two. I already have some experience with unity engine

Anonymous No. 885116

>>885101
I think it can't get easier than low poly (could add bevel + weighted normals in there for nicer and softer edges) + mapping everything to a color palette like texture + nice lighting. The rest is all about the composition and picking good colors.

Anonymous No. 885117

>>885116
Oh, and also add some overall roughness map across everything as well, because why not.

Maybe play with curvature, fresnels and other things inside the shader. Also, some overall gradient multiply to lighten or darken objects from top to bottom and vice versa. Plenty of techniques to play with.

Anonymous No. 885130

>>885116
>>885117

Thanks. Define low poly in tris. I want to go higher poly than pic related while still having a low spec game. Is 5k for a main character too much?

Anonymous No. 885134

https://www.youtube.com/watch?v=HANZhdw_ibg&ab_channel=Kenney

maybe try assetforge

Anonymous No. 885160

>>885130
Nah, that sounds reasonable. Main characters should be well-defined.

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Anonymous No. 885189

Workflow industry standard pipeline ludonarrative gameplayloop game design document

Anonymous No. 885289

>>885101
> I quit 3d because I sucked at it, the learning curve was hard and I just had no motivation to do anything because I could not come up with a project.
Did you expect to be good at it instantly? Quitting because you suck is like quitting your first week of Karate because you're not a black belt yet. Start slow, model other people's concept art to study. You're gmi with time and deliberate practice. But you have to start where you're at

To answer your question about workflow:
Characters: Concept Art>Model>Rig>Texture
Environment: Blockout>Playtest>Re-Blockout>Modeling>Textures

Anonymous No. 885420

>>885101
OK dev... first and foremost, have you already developed all the mechanic bits of your games? the art is something you add very late during production.

Anonymous No. 885497

>>885420
>OK dev... first and foremost, have you already developed all the mechanic bits of your games?

No I only have a tenth of what I want to do figured out. I wanted to base my game around the art not the other way around but I guess that's idiotic

Could you share any of your projects?

Anonymous No. 885502

>>885497
(not who you replied to)
Please timebox your endeavour. I've seen too many projects fail because of poor expectation management, including my own. Your core gameplay should be programmable within 4-5 weeks. Timebox your most important features to be finished within those 4-5 weeks and THEN look at expanding it further. (assuming 20 hours per week of work)
You can do games centering around the art... but those games tend to have cool tech surrounding said art. To create a game that revolves around the art you need to be a wiz at shaders and have a strong artistic foundation. Tech. artistry isn't easy.