How to Create Low-Poly Polygon Game Art ?

Discussion in 'Game Development General Discussion' started by someguy1, Sep 18, 2014.

  1. someguy1

    someguy1 Site Supporter

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    Trying to get into creating low-poly polygon video game art.

    [ think of graphics like virtua fighter for arcade or saturn ]

    This art would hopefuly be implemented, to become available on PC and Mobile Platforms as a Game.


    What software or programs, books or videos should to study from ?

    Maybe ask the creators of such older games for the software and programs ?

    Many Thanks!
     
    Last edited: Sep 18, 2014
  2. Windseer

    Windseer Member

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    I recommend you start with Blender for 3D modeling. You can grab the download here: http://www.blender.org/. As for tutorials, the blender wiki is a great source of info on the general use of the program.Here is the link: http://wiki.blender.org/. As for the issue of low poly modeling I can't really recommend anything specific. I was taught my skills by very kind gentleman Best of luck in your journeys regardless.
     
  3. retro

    retro Resigned from mod duty 15 March 2018

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    The Saturn can't draw triangles, only quadrilaterals. And it used sprites to generate polygons.
     
  4. Druidic teacher

    Druidic teacher Officer at Arms

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    Last edited: Jun 22, 2017
  5. defor

    defor Intrepid Member

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    I can't help you on the coding side, but as to low-poly 3d...
    My recommendation- get 3ds max, a copy of quake 3 or some game from around that era, and learn how to make assets for the game (find some tutorials, modding tools, etc)- it's an absolutely useless skill in the long run, but if you're trying to effectively learn how to work in really low poly, give yourself a game engine that simply sucks at anything complex, and get some results in it that look good.
    The more modern approach these days is to work in higher resolution and optimize for low-poly, but if you're looking for a mid to late 90's feel, you want to design in low poly from the ground up.
     
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