Cesar S.
4.6K posts

Cesar S.
@cesarseg25
Gaming, Pixel Art, Stocks, Foodie,

Don't fight it, everyone loves your game. Don't fight it, everyone loves your game. Don't fight it, everyone loves your game. Don't fight it, everyone loves your game. Don't fight it, everyone loves your game. Don't fight it, everyone loves your game.





My game (Fourleaf Fields) and 3 references:







Low poly 3D requires modelling, UV mapping, texturing, sometimes vertex coloring, rigging (often with complex bone constraints and inverse kinematics) weight painting, and of course animations. Then there's the fbx export pipeline, import settings in-engine, setting up blend trees and layers and so on. You'll also run into questions like whether to use root motion, and you may even be tempted by in-engine IK for things like foot placement on slopes and steps, head turning to look at points of interest, etc. you will also need to write or source your material shaders for different visual effects, and write code for things like scrolling UVs. And that's just low poly. Higher poly includes many further steps, such as sculpting, retopology, baking material maps, and far more complex animation rigs. with pixel art you click the squares to make them different colors























