Low Poly builds

Building Support

So, I’ve recently started doing Low Poly builds and kind of need help. What do we do too make the game look even more realistic? (When I mean by this, I mean by like it looks like your not even playing roblox).

→ Builds?

->Terrain?

→ Light?

It would be so helpful, if you can let me know.
Discord: Y2J?#7379.
Thanks! #StaySafe

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I suspect you’re trying to create realistic builds, whilst adhering to low-poly standards by trying to use the smallest amount of triangles, and other instances such as unions and parts to optimise performance. It’s important to establish that low-poly isn’t an art style, but the practice of making your models and builds take up less instances and not actually building within a style which may be deemed as cartoony or flat shaded.

I can’t really offer too much advice, as I don’t build realistically myself for the most part, but you should consider utilising textures to give off the vibe of a more realistic setting. However, you still need to be careful to make sure your own builds won’t lag. Perhaps try combining default materials and different colours and shades to make something look more realistic. Find unique workarounds that give a different alternative to spamming unneeded parts. When it comes to detail in builds, use it in moderation. Too much can kill a build, which sounds quite ironic, but it’s true.

Terrain is simple for the most part, but again, it’s all about using things in moderation so they won’t make your game run like a potato. Try and mix different colours of terrain, take time delicately crafting and sculpting every detail of your terrain and also try to utilise different materials, such as the leafy grass and ground material to make your rolling mountains, for example, look more realistic.

As for lighting, it takes a lot more experimentation but try to base your lighting off of a reference. Even a random photo will help you try to achieve what you want to achieve. Definitely utilise SunRays and ColorCorrection, but you need to really find the correct colour values that suit what lighting you need. It does take a while, but always try to start off with natural shades for the lighting, and then if you want something more harsher, you can always try and change it up. It takes patience but it’s worth it as it really does contribute to the atmosphere.

If you’re looking for advice for creating maps more similar to the simulator esque style, I’m happy to reply again but considering you’re looking for advice on realistic builds, I hope this will do itself suffice.

Builds and Lights(Ima go pretty simple on this)

Builds: Try making a detailed build of what you are trying to build.

Lighting: Mess around the Lighting with things such as Blur, ColorCorrection and etc.

Well for terrain, you can either build your terrain in something like blender and then import it as a mesh part, or a few mesh parts, over to Studio, and apply a texture, or just build it with the terrain tools.

Here is an image of a palm tree I made in Blender for my game, it is technically low-poly because it only has about 5k tris, but because of the textures, it looks very realistic. So my point is, textures drastically help improve the quality/realism of your game, because it’s just an image(2d) projected onto a 3d object with low polygons. This means the engine only has to render those 5k polygons and collisions, and just project the colors of the texture onto the object, not even having to render each “bump” in the image, because it is just 2d.

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Correction, it actually looks a real life palm tree!!

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