What's a Style? It's edible?
If we look the definition in the dictionary, a style is a list of peculiar characteristics that identify an artist, work or a period in art history. When we talk about videogames, we could choose the most obvious ones, like stylized, abstract or realistic.
Abstract Videogames: Geometric Wars, Monument Valley
Stylized Videogames: Overwatch, Zelda breath of the wild
Realistic games: Assassin's creed Odissey, Uncharted
I know it's kind of an easy to see with examples proposed, you can easily identify each one of them looking at them. But it is a good exercise to look at your preferred medium and try to identify their defining characteristics.
How to take on a Style
As we said before, a style is a series of characteristics that makes someone or something easily identifiable. In Polygonal Mind, for example, we do a low poly and stylized look, while maintaining an unique edge in each project. When taking on something as complicated as this, I like to view it from examples that are close to home. So let's see what I mean looking into one of the projects of Polygonal mind, the museum for decentraland. Taking a look back, the museum is a virtual building for Decentraland. It had to be cyberpunk and similar to the style of Blade Runner, if you want more information on that you can check the article here:
Developing an Style 101
Sometimes developing can seem to be really easy, but truth be told, it's not child's play.
A Style is something that can take years to evolve until it becomes yours truly
So take this as a series of tips to start creating your own way of doing things.For that reason I'm going to try to exemplify it using the props for the museum on Decentraland.
Photo of the museum
When I want to develop props for a project, I like to write a list of the
That made the scene feel different. In this case we can say that:
Another thing to take into account, is the palette of colours, if there is a series of colors that are already selected, then you can work with the same colours, select complementary colours (colours on the opposite side of the colour wheel) or on the same hue but with different saturation (the intensity of a colour, expressed as the degree to which it differs from white).
For instance, green hues don't match in this scheme of colours, since the pink and blue are the commanding tones on the scene. However, as you can see on the screen that surround the tree, yellow tones work really well, because they are complementary with the palette. Nevertheless, in this project I preferred to use the same colours as the building.
Once we have the characteristics and the list of models, I search for references in Pinterest and Google Images. Here are some examples of some sketches for the props.
Sketches of props
As you can see in the sketches I tried to make it as similar as possible to the list of attributes I wrote before, that way they can blend with the scene perfectly.
Into the modeling
At this point, the process we follow is very similar to the one described in the last article I wrote, so if you want a more developed description you can check it at the link I provided before. But as I said before...
Nevertheless, never forget the musts. Reference, Blockout and Detail.
Moreover, in case of 3D, don't forget that you can view the prop, object or character from different angles, so it is important to think in all the angles the model can be viewed, see the expositor below.
As I said, this is more a series of tips rather than through guide, but I hope that it's useful. Sometimes it can be complicated, but with a little bit of attention to details and dedication, you can get a unique design.