Just letting you know, you give great inspiration to us retirees who are not able to be as active, but gain a wonderful sense of accomplishment thru art and creativity. Always enjoy your tutorials and your approach to styalized modeling. Thank you so much!
Just a quick note for those that wanted to try this technique for game assets -- This would require a unique set of texture coordinates and unique baked textures (similar to how lightmapping works) for each object in the scene. But it does look nice! :) (Also they would all need to be static and never move...)
Lightmap is a great analogy, Those uvs for the color atlas are useful to keep on the real. Otherwise you might do gradient mapping, replacing a uv set for another grayscale which is cool but to run into mipping & lod stuff. Unity & UE are awesome where it comes only to texture settings tho
Wow Grant. This is exactly what I like fiinding on youtube. Aesthetic art that is super efficient, simple, and just plain smart. I thought I was already subbed to your channel (I've known your art since ages), but NOW I am for sure. 🥰
I saw Imphenzia use the same sort of map texturing, but he had also made a map that also had glossy and shiny builtin. This was also a great video and build and it was for me inspirational, ty.
Thanks for these amazing tutorials Grantt!!, Your beginners playlist was where I startes My blendee journey, I've also purchased some of your courses, thanks for all these amazing resources, just a question, this wasteland you modelled, is it for some new course or some client work??
Looks really good. I'm not sure I have the eye for that. Also, I've never found a good explanation for what most of the mix modes do, like soft light or burn or whatever. If you have or could make one of those, that would be a great tutorial.
It would be great if Grant explained those, but in the meantime you're more likely to find good tutorials on that for Photoshop, which uses most of the same blend modes.
Nice ambient is one of the useful if you're texturing in blender, and yes with one texture is nice trick you need just a color information nothing more, you just must stay away from a pallet of color you use. Very pleasant work and good idea, keep going and good luck!
What a great look. I am just starting with Blender and Godot but I'm going to have a go at setting this up. I look forward to seeing more of your explorations. Thank you.
It's perfect but a final touch for me would be to break the floor plane edge into a more abstract shape or mask it off so that it's not perfectly round.
Thank you, this is a great tip and the result looks awseome! Have to try that out on my own stuff. And really love that scene, too. I second the idea of darrennew, I would be very interested in a Tutorial about what all those modes in the Mix Shader actually do
That's really neat. Makes everything even more solid looking. P.S. I'm not sure if watching the whole ad(s) before your videos helps you (or your channel) in any way. I do it but let me know. Just a yes or no is fine. Thanks for all of the videos.
Congratulations Grant. That is a beautiful diorama. I like the simple ideas that you combined with simple models to make something interesting. The real trick that you have mastered is to use a whole bunch of assets to populate the scene in such a mannor that it looks like a believable setting. I have recently used the same color palette method to create assets. A cool thing that I used was I made 4 additional copies of the color pallette. Than I made Roughness, Metallic and emissive maps that corrospons with the same UV positions as those copies .And on one of them I added metallic, the next one I gave a low roughness value. The next one I gave low roughness and metallic and the other one I gave emissive. This gave me the ability to add a bit of extra visual interest to the scene. Maybe sometime you can give a go.
love this! been looking for something that is low poly but not exactly low poly. this is really good. but how do you make low poly not look like low poly?
Thanks for sharing your knowledge, Grant. How does this lowpoly style called. I like this style? I mean I've just watched your quickstart hand painting guide as well. Is it a different style? Or if they use this stylised technique, do they also have to know hand painting?
Is it common to color using a UV texture with color squares? I haven’t seen that before. I can see how it could be easier to change all the colors at once, but harder to make your original color choices for each object in real time 🤔
Thanks for sharing these secrets! I noticed that at 2:20 in the video, with only AO being used, the model still looks very nice and detailed. But when I tried myself with another low-poly house, I can't achieve the same effect. Is there any secrets in your project settings?
yes, i'm in cycles. did you changed render parameters like gamma or exposure? I just found changing color management from filmic to raw would achieve more contrast and make my scene looks more similar to yours. @@grabbitt
I would like to see some more tutorials about the basic low poly design principles. How to make a color scheme, how to get to these cartoony shapes and simplified geometry, how to add variation and playfulness by skewing shapes, etc. Basically, how to get from a photo of a real world object, and turning it into an appealing low poly object, conceptually...
What about mixing this, with a color ramp for the base color (like in your basic coloring of low poly assets)? I'd add to the ambient occlusion and add a bit more of variety, I think!
@@grabbitt Just test it and it does work great! With both, image textures and color ramp, in EEVEE and Cycles! With a few adjustments this is a dream setup for low poly materials
@@grabbittow shit it posted the comment on the wrong video. I was watching the video you suggested. Mhh the intro shows monster with some head swapping. But thanks for the reply.
Would you rather use color attributes per object instead of bringing the color from an image texture? I'm always tempted to use color attributes but I always forget
When i preview each colour ramp, the result is pure black, or whatever colour I plugged in to the left hand slider. Any idea what I've done wrong? thanks for so much amazing good stuff
The muted colours and shading on this looks fantastic! Would love to see a more detailed breakdown.
That texture idea is really good ... I never considered using a palette like that.
Just letting you know, you give great inspiration to us retirees who are not able to be as active, but gain a wonderful sense of accomplishment thru art and creativity.
Always enjoy your tutorials and your approach to styalized modeling. Thank you so much!
I would love to see a detailed video about making those 3d models and a detailed explanation of the scene!
Absolutely, I second this!
What a beautiful material technique.
Love a detailed breakdown of this scene absolutely!
Reminds me of rust from modern warfare 2… good old times…
Just a quick note for those that wanted to try this technique for game assets -- This would require a unique set of texture coordinates and unique baked textures (similar to how lightmapping works) for each object in the scene. But it does look nice! :) (Also they would all need to be static and never move...)
Lightmap is a great analogy,
Those uvs for the color atlas are useful to keep on the real. Otherwise you might do gradient mapping, replacing a uv set for another grayscale which is cool but to run into mipping & lod stuff. Unity & UE are awesome where it comes only to texture settings tho
This looks really cool. I'd love a detailed breakdown!
the upcoming game jusant has this kind of colour scheme and i love it, this looks really cool
A full course on how to make modular packs would be delightful
Wow Grant. This is exactly what I like fiinding on youtube. Aesthetic art that is super efficient, simple, and just plain smart. I thought I was already subbed to your channel (I've known your art since ages), but NOW I am for sure. 🥰
Looks awesome! Would love a detailed tutorial as well!
Yes please a detailed video on how you made this!
It's always nice to watch a Grant Abbitt video even if you're not planning to apply what's in there!
Looks awesome! Please make a detailed breakdown.
Beautiful! It would be fun to try and recreate my RimWorld bases in Blender like this, I think
looks amazing! id def love a detailed tutorial on this!
You are talented at making low poly look amazing and stylized
Absolutely beautiful! One more vote for detailed breakdown! 🙂
I've been wondering for some time now how people get low poly looking so good, this video is awesome, thank you.
This looks amazing, would also love to see a breakdown :)
This is a great look. The color selection is so very complimentary. Many thanks.
I saw Imphenzia use the same sort of map texturing, but he had also made a map that also had glossy and shiny builtin. This was also a great video and build and it was for me inspirational, ty.
Beautiful work man, thanks for the lesson.
Very, very, cool Grant !! Love that look and a big thumbs up from me. Thanks for sharing
Thanks a lot Grant. Your Tuts keeps me on the track with blender!
beautiful, simple, and strong. thanks
Thanks for these amazing tutorials Grantt!!, Your beginners playlist was where I startes My blendee journey, I've also purchased some of your courses, thanks for all these amazing resources, just a question, this wasteland you modelled, is it for some new course or some client work??
Wow I love this and will try it out!
Excellent video, so much valuable information cramped into 4 minutes, perfect.
These tutorials keep getting better and better! 🙌🙌🔥🔥
Great work. Lots of nice ideas in short video. Interesting with the ambient occlusion.
Very interesting and great way to stylize it. Even the black and white looks cool
very cool use of ambient occlusion
Seems as if you've been working on trying to maximize memory. Applying to Bethesda soon? :) nice results!
This helped me so much with rendering my low poly character! Thank you very much!
this is cleannn, would fit perfectly on a webpage home page or something
Super beautiful Style!
That looks great.
I would like a detailed breakdown of this scene!
Looks really good. I'm not sure I have the eye for that. Also, I've never found a good explanation for what most of the mix modes do, like soft light or burn or whatever. If you have or could make one of those, that would be a great tutorial.
It would be great if Grant explained those, but in the meantime you're more likely to find good tutorials on that for Photoshop, which uses most of the same blend modes.
Very cool look😮
Thanks for sharing your technique Grant!
you just answered so many questions for me! thank you.
You are master of optimisations. Great work.
Very interesting to see your work. Thanks for sharing!
Thank You Grant, I take a try on this! Looks fun :)
Love your work. Very inspirational
Will there be a tutorial of how you using that texturing method you showed in video?
Nice ambient is one of the useful if you're texturing in blender, and yes with one texture is nice trick you need just a color information nothing more, you just must stay away from a pallet of color you use. Very pleasant work and good idea, keep going and good luck!
What a great look. I am just starting with Blender and Godot but I'm going to have a go at setting this up. I look forward to seeing more of your explorations. Thank you.
Wow amazing art work 😊
It's perfect but a final touch for me would be to break the floor plane edge into a more abstract shape or mask it off so that it's not perfectly round.
Yes I agree
Really nice set up, would love to try this
As always amazing work Grant!
Excellent.
Thanks for this!! Really interesting to see
Looks beautiful!
Very useful!
This is awesome
Thank you, this is a great tip and the result looks awseome! Have to try that out on my own stuff. And really love that scene, too. I second the idea of darrennew, I would be very interested in a Tutorial about what all those modes in the Mix Shader actually do
Amazing as always grant !!
A tutorial on making this would be so amazing!
looks amazing!
thank you very much
Very nice
Beautiful work❤
This looks cool.
That's really neat. Makes everything even more solid looking. P.S. I'm not sure if watching the whole ad(s) before your videos helps you (or your channel) in any way. I do it but let me know. Just a yes or no is fine. Thanks for all of the videos.
I think it does actually so thanks 😀
AWESOMEEEE
I love the look of this, do you have an example(s) of this technique used on an interior scene?
not currently
I understood nothing but I learned everything.
Looking good son as usual ❤
brilliant
This is a lovely model, very nice work, make a tutorial no how to do it, i would pay for it
Congratulations Grant. That is a beautiful diorama.
I like the simple ideas that you combined with simple models to make something interesting.
The real trick that you have mastered is to use a whole bunch of assets to populate the scene in such a mannor that it looks like a believable setting.
I have recently used the same color palette method to create assets.
A cool thing that I used was I made 4 additional copies of the color pallette. Than I made Roughness, Metallic and emissive maps that corrospons with the same UV positions as those copies .And on one of them I added metallic, the next one I gave a low roughness value. The next one I gave low roughness and metallic and the other one I gave emissive.
This gave me the ability to add a bit of extra visual interest to the scene.
Maybe sometime you can give a go.
nice!
thanks a lot .pls also 2d or cartoon look without grease pencil?!
Amazing video! Can you suggest some videos or resources to study how to use rgb curves?
Good question. I'll try and sort something out in the near future
@@grabbitt thanks
love this! been looking for something that is low poly but not exactly low poly. this is really good. but how do you make low poly not look like low poly?
texturing i guess :)
Can you make a video about modeling something like this? i have a lot of problems with UV mapping.
Thanks for sharing your knowledge, Grant. How does this lowpoly style called. I like this style? I mean I've just watched your quickstart hand painting guide as well. Is it a different style? Or if they use this stylised technique, do they also have to know hand painting?
Yes there's a slight difference. Hand painted requires actual painting
Hi Grant, I'm strugling to recreat the scene myseld particularly the storage containers. Do you have any tips....can you do a video please?
yes i'll probably release a video on this mid week
Exellent
Is it common to color using a UV texture with color squares? I haven’t seen that before.
I can see how it could be easier to change all the colors at once, but harder to make your original color choices for each object in real time 🤔
Uv texture with squares is most common
Thanks for sharing these secrets! I noticed that at 2:20 in the video, with only AO being used, the model still looks very nice and detailed. But when I tried myself with another low-poly house, I can't achieve the same effect. Is there any secrets in your project settings?
Are you in cycles
yes, i'm in cycles. did you changed render parameters like gamma or exposure? I just found changing color management from filmic to raw would achieve more contrast and make my scene looks more similar to yours. @@grabbitt
@@agalloch21 I think I may have put the contrast up
I have just the perfect scene to try this on! Thanks and awesome work as always, Grant. A detailed tutorial would be well appreciated.
I would like to see some more tutorials about the basic low poly design principles. How to make a color scheme, how to get to these cartoony shapes and simplified geometry, how to add variation and playfulness by skewing shapes, etc.
Basically, how to get from a photo of a real world object, and turning it into an appealing low poly object, conceptually...
What about mixing this, with a color ramp for the base color (like in your basic coloring of low poly assets)? I'd add to the ambient occlusion and add a bit more of variety, I think!
That could work well too
@@grabbitt Just test it and it does work great! With both, image textures and color ramp, in EEVEE and Cycles! With a few adjustments this is a dream setup for low poly materials
@@gagz9k nice :)
I love this effect. Do you think this setup would survie an fbx export to unity?
you would have to bake out the textures
Very nice. I often find that baking the ambient occlusion from cycles looks much better than the ambient occlusion node. Requires proper Uvs though.
Will there be a get good series on this too?
A breakdown please
Do you have a more in-depth video on head swapping?
i dont think i have much that suits but may be how to make modular characters ruclips.net/video/jNfjtu9pb5M/видео.html
@@grabbittow shit it posted the comment on the wrong video. I was watching the video you suggested. Mhh the intro shows monster with some head swapping. But thanks for the reply.
This looks amazing and a detailed tutorial would be much appreciated 🙂
Would you rather use color attributes per object instead of bringing the color from an image texture? I'm always tempted to use color attributes but I always forget
i prefer from a texture
where would one typically find the texture palettes such as you are using? Do you create them yourself? Any resources to find some?
Created it myself
How did you do this background on the final render showcase? Did you use compositing with some sort of gradient node?
Just chucked in a gradient background made in photoshop. Used the transparent background option in the film tab
When i preview each colour ramp, the result is pure black, or whatever colour I plugged in to the left hand slider. Any idea what I've done wrong? thanks for so much amazing good stuff
Check your origin
How can you export this kind of asset to gaming engine? will the shaders also get exported? especially ambient one?
No not unless you bake them