Forum: Blender


Subject: Ultra Low-Poly Futuristic Buildings Project - Not As Easy As I Expected

LuxXeon opened this issue on Jul 01, 2020 ยท 5 posts


LuxXeon posted Fri, 03 July 2020 at 11:48 PM

Warlock279 posted at 11:42PM Fri, 03 July 2020 - #4393795

What you probably need to do is start working with permutations of what you've got. Take the bottom section of the first building in the second block, and put it on top of the first building in the first block. Take the top half of the first building in the third block, and put it on the bottom of that building and tweak it so its four pillars. The fifth building in the first block, keep the asymmetrical slope for the center part of the roof, but make the slope around it symmetrical, and change the "notch" on the side to a hole thru the building. Mix 'n' match, use chunks of them as prefab parts for more buildings.

Any time you're dealing with a large set of objects like this, the more different you want each one to be, the fewer options you can create. You're going to have to accept some level of overlap, and find the way to use that to make your work easier/quicker. Once your city is populated with buildings its going to become more "textural" than anything, so it won't matter as much how different they are from one another. In fact, you could make a case that being TOO different from one another might be a detriment in that the really unique looking buildings are the ones that are going to stand [jump!] out the most in a looped sequence, making the loop more obvious than it might otherwise be. You need to find a balance between how different do you want them to be, and not making each building stand out too much.

Really liking the look of your render so far, makes me want to play along. I've been REALLY digging the synthwave/vaporwave aesthetics lately myself.

Yep, Warlock279, that's exactly how I decided to attack the issue after posting. I will post the finished product here later today, but needless to say I didn't finish the project in the time I gave myself. It ended up taking me a good 24 hours to finish, although I did get interrupted several times and had to stop for about 12 hours for a different project that popped up. This was only for fun anyway. I'll post the animation once I mix in the sound. I never did ultra-low poly shapes like this before. It was very interesting. I did modeling for games and also for baking to low poly retopology, but never objects which were under 200 polygons. It's definitely a different experience that I totally underestimated. I'm also one of those guys who never ever considered booleans as part of my modeling techniques, but in this case, booleans came in extremely handy.

I'll post up the vid probably later today or early tomorrow.

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