• Front page
  • Blog

Corta Studios blog

Experimental games

low poly

West Coast Model: A low poly exploration

30 julio, 2016 by Salvador Jesús Romero Castellano Leave a Comment

After the good reception of the last post, the tutorial on how to achieve the low poly wrinkled paper effect, I felt like to share a more elaborated model that I made some months ago to practice this style. Click on the image for an interactive scene made with Unity OpenGL player where you can zoom in and rotate the model 360º. It takes a minute to load:
West Coast Model Screenshot 4
My model was inspired by some model train model, some illustration, and the Bixby Creek Bridge, a famous concrete bridge in California. Click on the following images for an expanded view:
Ilustration and images of the model train model, by Joe Rasch:

Train model pics
Images of the Bixby Creek Bridge:

Bixby Creek Bridge pics
Modelling in 3DS Max. I followed the steps described in the tutorial:

Modeling in 3DS Max
Some renders from Unity 3D, in case you cannot jump to the interactive scene:

Unity 3D renders

Posted in: Sin categoría Tagged: 3DS, low poly, Unity, wrinkled paper

Low poly art style: Wrinkled paper effect

25 mayo, 2016 by Salvador Jesús Romero Castellano 2 Comments

In this short tutorial I’m going to create a scene in 3DS and Unity, to show how the low poly wrinkled paper effect can be achieved in no time.
First, I created a geosphere, a plane, and a box, to become a cloud, a scene background, and some terrain for the foreground.

Creating the basic models
Before continuing, I am going to model some mountains in the box. For that, I convert the box to editable poly, and I’m going to use the paint deformation modifier. If you use the toolbar, you can hover the mouse on the button to watch a brief tutorial of this modifier. Play a bit, and when you are happy with the result, let’s move to the next steps.

In the low poly style, triangles look much better than quads. We can have triangles from our meshes by converting the models to editable polies, selecting all the vertexes, and connecting them. This is not necessary with the geosphere.

Triangulating
In order to make my life easier, I am going to create materials and assign them to the elements. We do not need to get into details, since we are going to edit the materials in Unity later. Just remember to check the option faceted in the material editor, give them a proper name, and select “Facets” in the viewport as a render system. In the case of the ground, I selected some faces and assigned them a different material. This is important so I can assign two materials to the object later in Unity.

It is time now to add the wrinkled paper effect. For that, I am going to apply the noise modifier. I like to use Fractal, with Roughness near to 1 for smaller models, and 0 for bigger models. Not all models require the same Strength in all axis.

Wrinkling with the noise modifier
After that, you should use Optimize to clean up the model a bit. This modifier removes vertices and edges that are not very visible in the model, so it is a welcome optimization. Have in mind that, to get the wrinkled effect, we often are making models with more vertices that we normally need for that model (so, low poly? Not so much!). You can also manually remove vertexes and edges that won’t be visible. Select them, hold control and click on Remove; you won’t remove any faces while removing the formers when you hold the control key down.

Now, to Unity!

Create a new scene and import the model. The first thing that you will notice is that the faces don’t look sharp as we expected, but softened. That happens because in Unity, this does not depend on the material, but on a property of the model. Select the model in the Project view, and change the Normals to Calculate, and Smoothing angle to 0. Click Apply and see the difference.

Calculating tangents
Now, use your artistic sense to compose a scene with the elements you’ve built during this tutorial. For this kind of scenes, orthographic cameras are normal, but I use to obtain nice results with perspective cameras as well. It really depends on the look you want to achieve. Remember, if it is the case, to mark the objects as “static”.

Composing the image

Now, we need to work in the materials. Since I named and assigned materials before in 3DS Max, I only need to make some tweaks. For this low poly style, we want pastel tones, with no brightness. Go to the material editor and lower the smoothness value to almost zero, and play a bit with metallic and the albedo colors. While at it, I thought I would paint the background blue. Let’s see how this playschool idea pays off.

After this, I’m adding some camera effect (color correction curves, screen space ambient occlusion, vignette and chromatic aberration), to get the final result.
The composition might not be the best, and the model is not the one I feel more proud about, but I hope that this post will serve to illustrate the process.

Final render

Posted in: Unity 3D tips Tagged: 3DS, low poly, tutorial, Unity, wrinkled paper

Recent posts

  • Dynamic Color Correction, manage your color curves in Unity
  • Turing Adventure working again! New version just released
  • West Coast Model: A low poly exploration
  • Low poly art style: Wrinkled paper effect
  • Implementing Turing Adventure: First steps

Recent comments

  • + 1.453315 BTC.GET - https://graph.org/Binance-04-06-6?hs=a358b85c562cdd24d98e21c48b5b3413& en Turing Adventure: Press coverage / Recortes de prensa
  • + 1.819460 BTC.NEXT - https://graph.org/Binance-04-06-6?hs=2680e4558a659d16004c65d7be33d404& en Designing Turing Adventure Part Four: AIML: The technology behind Turing Adventure
  • + 1.329334 BTC.NEXT - https://graph.org/Binance-04-06-6?hs=c7d2de83ab227bc261005be4281fdcf3& en Balancing Turing Adventure: Dialog AI vs puzzles
  • + 1.292558 BTC.NEXT - https://graph.org/Official-donates-from-Binance-04-01?hs=5fe696e9859482654e3501902a08ee21& en Designing Turing Adventure Part Two: How to push the adventure feeling further
  • Ticket- + 1,92697 BTC. Assure >> https://graph.org/Official-donates-from-Binance-04-01?hs=2680e4558a659d16004c65d7be33d404& en Designing Turing Adventure Part Four: AIML: The technology behind Turing Adventure

Categories

  • Business
  • Commentary
  • Designing our games
  • Sin categoría
  • Unity 3D tips

Copyright © 2025 Corta Studios blog.

Omega WordPress Theme by ThemeHall