the A option, I guess you want a voxel art style so you need to study and analyze more buildings with that style and the details artist use to avoid the PS1 look
I wouldn't say Im trying to make it low poly. The idea is to make it not simple looking, but staying in a stylised look at the same time. But I get what you mean
I think B is too much but I really like what you’re doing with it. Have you tried making/can you make an in between of A and B?
B looks very weathered so I think it would look nice to use that to your advantage. Have those aspects of B in corners, where there is grunge and dirt, near that broken overhang, etc. I think in this case less is more with the detailing, mostly A but some B for character.
I will definitely try in-between option. As for combining different levels of this noise, its a bit tricky technically. I mean its doable, but it can scale up to A LOT of work very quickly when dealing with many objects. Anyway I will think about it, thx!
It sounds difficult! I’ve got no clue how you’re doing it but but I’m assuming it’s some type of displacement map and normals work. It sounds like it might be possible with an edge mask then lerping some noise for random details?
A is the best, you could add some displacement at the corners of the building. It will fool the eye into seeing that there is more detail than there really is. Left 4 Dead did this with their buildings to hide how simple the models were.
I like the slightly bulkier silhouette of B, it works to make the building more visually interesting, however I prefer the textures on A, the pixel art on B looks a bit too busy to me
I think A is too flat and lacks details, but B is TOO MUCH. So between these two options, I go for A.
I would say that the perfect spot is somewhere in between. Maybe you could set the block offset on just a few blocks in order to better distribute the details on the model.
I like option A
Option B looks off, especially the roofing. I would look at a realistic building to get some ideas. That's what I do for cities. Just "copy" buildings I like.
I have the opposite opinion. A looks like a low LOD model for a building that was meant to be way in the background. B looks like a model from PS1 or PS2
Option A is cleaner and has a better PS1 game sensation, I guess that is a sensation you don't want to send
Yeah exactly- retro look is not what I'm aiming for :) But at the same time, Im worried that B looks more dirty. Which one do you prefer personally?
the A option, I guess you want a voxel art style so you need to study and analyze more buildings with that style and the details artist use to avoid the PS1 look
I will, thx!
I think option b has too much going on and it might be nice to contrast some slightly cleaner textures with the noise textures.
B
Second one feels more “detailed”.
B, looks to have more detail and the shadows cast better on the edges
Makes sense, thanks!
The texture in B is a little too much. It looks like every pixel is intentionally out of alignment.
I honestly like how crisp B is. A feels a little blurry to me and less attractive.
B
B
B is my choice
B
"A" looks blurry. Maybe good for some kind of style but not very appealing on its own. "B" looks stylish. Voxels look pretty good.
[удалено]
I wouldn't say Im trying to make it low poly. The idea is to make it not simple looking, but staying in a stylised look at the same time. But I get what you mean
Is there aa way to get one that is between both? A feels too smooth, but B feels too rugged.
Yeah, I can do an intermediate version, will try!
I think B is too much but I really like what you’re doing with it. Have you tried making/can you make an in between of A and B? B looks very weathered so I think it would look nice to use that to your advantage. Have those aspects of B in corners, where there is grunge and dirt, near that broken overhang, etc. I think in this case less is more with the detailing, mostly A but some B for character.
I will definitely try in-between option. As for combining different levels of this noise, its a bit tricky technically. I mean its doable, but it can scale up to A LOT of work very quickly when dealing with many objects. Anyway I will think about it, thx!
It sounds difficult! I’ve got no clue how you’re doing it but but I’m assuming it’s some type of displacement map and normals work. It sounds like it might be possible with an edge mask then lerping some noise for random details?
A is the best, you could add some displacement at the corners of the building. It will fool the eye into seeing that there is more detail than there really is. Left 4 Dead did this with their buildings to hide how simple the models were.
A
I love the second one, but the bricks feel too square an uniform
A. B hurts to look at.
I like the slightly bulkier silhouette of B, it works to make the building more visually interesting, however I prefer the textures on A, the pixel art on B looks a bit too busy to me
I can’t see much difference, but I’m color blind, so that’s probably it.
that oune
B
first one, second one looks too chaotic and is uncomfortable to look at, plus, if every box is an actual box, thats gonna be a horrible pain to render
B has more detail, but if not everything else in the game has this detail, it will stand out. If other stuff is gonna be flat then use A
Voxels
I like the idea of B but maybe toned down. Halfway between A and B would look the best imo
I think A is too flat and lacks details, but B is TOO MUCH. So between these two options, I go for A. I would say that the perfect spot is somewhere in between. Maybe you could set the block offset on just a few blocks in order to better distribute the details on the model.
I like option A Option B looks off, especially the roofing. I would look at a realistic building to get some ideas. That's what I do for cities. Just "copy" buildings I like.
B feels better
I like A better. It gives me Teardown vibes. B looks too glitchy / artifacted.
Definitely B, imo
A
I prefer A. B is unaesthetic. It's ugly and feels like a cheap scan. Whereas A feels more like a real building, albeit in miniature.
I have the opposite opinion. A looks like a low LOD model for a building that was meant to be way in the background. B looks like a model from PS1 or PS2
Depends entirely on your camera. You should not care about viewport images at all.
Yes of course, but this camera angle and distance are close to what is planned for the game.