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File: IlikethisLook.jpg (156 KB, 1280x720)
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My dear aurtist brothers,

What determines the look of a game?
And the opposite, how do I go about recreating an art style?
How do I go about experimenting a look such that its unique but does not copy anyone?
Are some artstyles restricted by the game engine of choice?
What free game engine did you find prototyping different look in the easiest?
>>
Style of the textures, like is it just photos or is it painted, and if it's painted how was that done.

Stylization of shapes and figures in 3D. Like TF2 has big arms and hands IIRC, cartoony proportions that convey what their character is about. Sims also models their hair as geometric shapes as if they were sculpted rather than layers of planes with a transparent hair texture.

Shaders. You know that Nintendo Look that Galaxy and whatever else has? A lot of that is shaders. Look at the models with the textures but the wrong shaders on something like Models Resource. You know what it is, you know what it's from, but it's not the same.

Lighting.

For recreating the art style you have to look at the assets, either the files or just look at the forest for the trees. Character design and environment design and how things are stylized, like the blades of grass that would be thin and numerous and messy in real life are instead a few large smooth blades in the screenshot.

Artstyles are restricted by game engine, but the new ones people use tend to do anything. Except Bethesda. Some clever people can push a lot into Morrowind and Doom but it's way too difficult and hackneyed to justify it.
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>>548423

Thank you brother.
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>>548418
High quality textures + Great lighting system + Small details = Good looking game.

The picture I included shows a cheap and crappy way to make trees and grass.
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>>548423

Can you talk a bit more about shaders? Where can I learn about this?
>>
>What determines the look of a game?
the art direction from the concept and the art director
>And the opposite, how do I go about recreating an art style?
you practice it replicating the same method
>How do I go about experimenting a look such that its unique but does not copy anyone?
you can simply copy a style then make some adjustments.
>Are some artstyles restricted by the game engine of choice?
not really
>What free game engine did you find prototyping different look in the easiest?
maybe unity? it has big collection of shaders.

>>548427
shaders simply dictates the properties of how materials are rendered. some shaders are simple and some are complex
>>
>>548428

Thanks brother




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