Low Poly: Style
Through Economy
Ethan Redd
Designer/Developer
ethanredd
kiddradd
INTRODUCTION
“Who are you?”
What is Low Poly?
● Discipline/aesthetic of “surface economy”
● Economy > Fidelity
● Subjective; generally <8k per asset
“Metal Gear Solid” Franchise - Kojima Productions/Konami
MODERN BENEFITS
“Why Low Poly in today’s landscape?”
Benefits: Productivity
● Lower existential barrier
● Quicker to produce
● Allows increase in output/scope when art-
bound
“Low Poly First”
Manual Reduction
Afterthought
Optimization
Benefits: Computational Efficiency
● Produce for small screens
● Reach “the next billion users”
● Less overhead for post-processing/fillrate/etc
bound games/VR
Thinking the Low Poly Way
1)“Stylistic
Compatibility”
2)Resolution consciousness
3)Consider silhouette at all times
a) Approximation vs Accuracy
4)Supplemental/”Old School” Render Tricks
a) Fake things through particles/shaders/tex
b) Incorporating other “lo-fi”/NPR techniques
Resolution and Consistency
Approximation
Actual Value High Fidelity Low Fidelity Insufficient
Extending the concept to shape:
Approximating a sphere with varying fidelity
“Atomic Consistency”
● Communicates scale
● Promotes cohesion/order
● “Sells it” when working
loosely
● “Atom size” is your lower bound
● Each model/cluster has its own local
atom size
● Intentional atomic variation a tool
Resolution (con’t)
“Fitting”
“Dispersal” Rough | Accurate “Accumulation”
Atom Size
Global | Local
Density
Rich | Sparse
Innate Composition
Muddy | Clear
(~800tris each)
Accumulation Techniques
● “Hero” assets for large
props
● Polygonal density used for
“breadcumbing”
Dispersal Techniques
● Litter to environment
● Used to catch additional
light/shadow
SILHOUETTE AND FORM
Silhouette Consciousness
1. How legible is the overall shape?
2. How should light/shadow interact with this?
3. Am I (over/under) selling curvature?
THIS IS BAD
(usually)
“CHEATING”
Lightning Round: Non-modeling Tricks to “Sell It”
Low Resolution Rendering
Color Palettes as Textures (per face color)
Fun with Normals
Scrolling UVs: Advanced Maneuvers
Scrolling UVs
TAKEAWAYS
● CONSIDER STYLISTIC COMPATIBILITY
● APPROXIMATE, DON’T DUPLICATE
● BE CONSISTENT WITH RESOLUTION
● DEVELOP STRONG SILHOUETTES
● CHEAT HARD WHEN POSSIBLE
● dont decimate pls
Thanks for coming!
EthanRedd
kiddradd
Work hard, trust your gut, and improve every day ^-^)b