Archived Poll: Artistic style

What is your stylistic preference for art? Pick all that apply (but be a little picky!)

  • Blockiness: More blocky

    Votes: 13 40.6%
  • Blockiness: Less blocky

    Votes: 20 62.5%
  • Limbs: Attached

    Votes: 14 43.8%
  • Limbs: Detached

    Votes: 13 40.6%
  • Culture: Style can diverge substantially

    Votes: 11 34.4%
  • Culture: Style should stay consistent

    Votes: 17 53.1%
  • Detail: Low poly count

    Votes: 19 59.4%
  • Detail: High poly count

    Votes: 10 31.3%
  • Textures: Cartoony (smooth, simple, bright)

    Votes: 18 56.3%
  • Textures: Detailed (more complex or dark textures)

    Votes: 12 37.5%

  • Total voters
    32

Immortius

Lead Software Architect
Contributor
Architecture
GUI
Yeah, we use a special format for blocks, but for normal models we use Wavefront obj format (requiring normals and uvs, no support for materials). For animated meshes we support md5. So as long as whatever tool you use supports exporting in those formats you can use it to make models for Terasology in theory.

I have no idea what formats Techne supports, since it just has a vague sentence about exporting to textbased formats.
 
In this thread I've posted a 3D model that I've made in blender and it's totally blocky.
 

Dan Up!

New Member
Hi, what do you guys think of this sort of style for characters? It's an asset called "Simple people" for the unity gaming engine. I quite like the ratios of body parts and the animation is very fluid and yet still block based:
 

Cervator

Org Co-Founder & Project Lead
Contributor
Design
Logistics
SpecOps
Holy thread necro Batman! 2012! :D

Probably a newer thread would be more appropriate for this, lots of ancient history in here.

Another ancient bit of style I do remember is making models with very expressive faces, which it seems like the style in that video would work well with (easily adjustable eyes, eyebrows, mouth, etc)

I don't know how easily we can put any kind of Unity asset to work here though :(
 
Top