I want to make some 3d worlds for the player to interact with. Mainly platforming. However first I need to make an art style that will look great, but also is simple to make for an amateur like me. Any thoughts on the style shown in this video?

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Cover Image

    Nice! I think you got the colors and the contrast down, the world does feel vibrant, even at the early stage. I also like the lines on the grass, helps to make the movement feel faster and is a good style. Otherwise it is hard to say guess it's early, but I think you are moving in the right direction.

    SuperDoomKing I think it looks good! I would find a way to make the clouds "pop" more. They look like they're getting lost in another effect.

    This looks already nice ! Your grass texture looks good too and enhances the sensation of speed.
    Designing 3d environments is not that easy (I am stuck to 2D so far). When you say "platforming", why do you mean in 3D ? I have myself a project of 3D platformer but which much more simplistic objets.
    Just one think looks a bit strange to me : it seems all shadows are reddish, is it wanted ?

      Asthalis
      I don't like using black shadows, I choose to make the shadows more similar to the skybox colour.

      Yeah, black shadows usually look bad for a stylized game.

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      Quick update. I added in a button that will make platforms appear. After some seconds they will disappear again.
      In reality, I just store them underneath the map. 😎

      Behold dominance! 😎

      On a serious note, I added in keys that will open doors. 🔑

      I changed the water effect. I also changed the character model to something closer to normal proportions. I don't know if I will keep these proportions, but for now I will see if it will work out for me. 🤔

      1 step closer to the ideal art-style, I now have texture blending. Hard edges from one terrain to the next has been bothering me the whole time during this project, but no more. 😋

      Looking better but the scale is pretty far off. It looks like the character should be like 2x or 3x the current size (compared to say the bridge). But nice progress.

        cybereality
        True. It's because I increased the scale of the island 5x. I did this so I have more space to test out new mechanics.

        I have now added in some moving platforms. It is now time for me to work on some levels. I already have some ideas for the first level. 💪

        Level I am working on. I had to update my blending shader, now it also blends normal map scale, roughness, specular and metallic.

        Background mountains and some minor effects to make it prettier.

        I am really happy with how it looks. I only need to add a couple of platforms and maybe some extra textures, then this level is finished. 🍰

        Looks awesome. Your English is pretty good.

        SuperDoomKing changed the title to Island Exploration 3D Platformer .
        6 days later
        6 days later

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        It's a bit difficult making some meaningful progress with Christmas coming up.
        At least I made facial expressions work. 🙂


        So I just found out you can export with smooth shading on. I don't know if this is necessarily better though. 🤔
        Hmm, it may not be a good idea for performance. Any thoughts?

          SuperDoomKing I don't know if this is necessarily better though.

          It is, I was considering suggesting it, but figured it's perhaps just WIP models left like that for now.

          Actually, smooth shading is likely faster than flat shading, since the vertices will be indexed.

          Assuming you are using the standard shader. If you write your own shader, you could optimize it for flat shading, though I think the smooth shade looks more finished.

          Text box and dialogues. Now just some new character models and I have NPC's. 🗨️

          I was experimenting with some comic style shaders. My friend doesn't like it, but I think it looks pretty nice. What do you think?

          As for other changes:

          • Moving platforms stop moving, when the player is far away, for better performance
          • Certain small meshes and some moving platforms turn invisible when far away
          • Their is now a sand floor underwater, makes it feel more like an actual sea

          Also, I decided to watch a video from a month ago, the one where I show some moving platforms.
          My mind was blown away by how much my games has changed visually since then.
          It's weird how much a project evolves in just a month. 🤯

            SuperDoomKing I was experimenting with some comic style shaders. My friend doesn't like it, but I think it looks pretty nice. What do you think?

            I think it could benefit from some good anti-aliasing but that's about all it needs I think.

            Using multiple layers of shaders has some interesting results.