Low Poly is like a polygon network in 3D computer graphics with a comparatively small number of polygons. In this article, you’ll learn how to make low-poly 3D objects.
The very idea of real-time art nowadays brings up thoughts of finely sculpted models with small details that have been translated to a lower polygon game model. However, this style of artwork appears to influence the business, including several online courses.
A solid starting point
You can afford to gain a head start by starting with simple primitives if you’re working on a low budget. Despite their simplicity, these forms will serve as the basis for each piece in this scenario.
Life is like a beach.
As a starting point for the island, you might use a spherical. It will provide you with the initial form you want, but it will also result in undesired triangles at each end. To start with, you should maintain the model quad-based.
To initiate, a cube with two smooth operations will give you an excellent quad-based sphere form. It might then be halved to form the island’s beginning point.
The treasure box will require additional effort, but it will still be fairly straightforward because you only have a few polygons to deal with.
The chest can start like a scaled cube with a pentahedron on top. While maintaining the geometry clean and uniformly spaced, the lid’s upper edge can be bevelled to round it off.
Lastly, tilt the lid back slightly to tempt passing sailors with the riches it contains.
As we begin work on the palm tree, we return to simplicity by forming the trunk using a cylinder.
Begin with a cylinder with a low resolution and 10 subdivisions around its axis. There is no sense in getting much higher. Remove the caps and their shape and tape the cylinder to give you your curved tree trunk look.
The palm tree’s leaves might be fashioned using polygons, but we cannot afford to get that much geometry. Rather than that, you should rely on the texture to provide the detail you want, with a well-painted Alpha map providing the clarity.
Arrange them to form your treasure island after getting the essential pieces of the scenario. Add some standard colours to help you envision the setting if it helps in the low poly unity, as well as add any additional colours you believe the scenario might require.
Now the scenario is ready to go. The only problem is the island’s, the tree trunk’s, and the chest’s intersecting geometry. It might not be an issue with your specific game engine, but some of the polygons may battle for dominance in the scene, causing shining while in-game. You should now merge the models, cut and weld all parts together to avoid this.
Refine and Optimize
It is appreciable if you took the effort to make the model smooth; undoubtedly, you have added additional geometry in the process; thus, your polygon count will now be approximately 334. Even if we are on a budget, there are certain locations you can optimise to reclaim some geometry that can be used elsewhere.
You’re searching for regions where you can weld a vertex or collapse an edge, and the resulting portion of the model appears almost identical.
Out of the ordinary
Until recently, the model has been developed with minimal regard. Indubitably, you have a smattering of hard and soft edges over its surface, so it’s time to address those immediately.
Usually, resetting the models to their default settings will soften them all, which you want for most of them. It will also assist in emphasising any prominent issue areas, such as the palm tree’s trunk and base.
Hardening only the borders in these places will improve the overall appearance of the scene and help distinguish the various parts.
The model is about finished at this point. Your polygon limit should be under 350, which is excellent, but you should also have enough area to use if you need any more leaves.
After completing 3D work, it’s time to focus on the pixels, dust off your artistic talents, and paint in some much-needed details to your low poly 3D models.
It is a personal choice and expertise, but a good place to start may be to utilise basic picture references to box out the critical regions of the map