How do you achieve a look like this? Been trying but it's not the same. Not on my work PC now so I can't show you, but as far as I know it looks like a simple diffuse shader with no reflections.
>>566550Colors that contrast and pop more, the light blue on white doesnt pop like the examples bright red on white. All your colors kinda blend together and the bushes and trees look odly textured compared to the crisp cutoffs of all the shapes in example
flat shaders with shadows, AO, GI, and colour correction.
>>566578comfy as fuck.
Once again, flat shading. And the last one is diorama effect.
https://github.com/guillaumechereau/goxelIt does close to that in real time.
Flat shading? Isn't that, well, flat? It doesn't have any shadows.
I don't think it's THAT simple, look well at the shadows and surfaces. It almost looks like there's some atmospheric fog/GI going on. The colors on some of the white walls are bluer than the colors on others. The shadow colors aren't uniform either. The insides of the rooms are also much darker than anywhere else, and appear to get darker as you go deeper into them. That and the darkness of some corners suggests some kind of occlusion shading going on. It's not incredible or anything but I'd also say this shading is far from "simple" unless your idea of "simple" is plugging a material into a renderer which does a lot of complicated things for you, but in any case things more complicated than dot product of normal and light vector are going on. I don't intend to sound demeaning there.I'd agree it's probably not doing any reflections and generally does have simple specularity/highlight shading though.
>>566598there are shadows, just super soft and subtle that blend in with the AO>>566550>>566578and these look like they have at least a spec or bump map on the trees
>>566549ambient occlusion.i'm starting with 3d and saw some youtube tutorials that show how to do things like pic related (i did using this tut:)https://www.youtube.com/watch?v=Ix_E0JC_n1U&t=2102s:
>>566598shadows usually form where you have a floorbut those type of assets dont
>>566549Big things:GIDoFColor correction (increased mid tone contrast)Vignette + grainhttps://80.lv/articles/henric-montelius-overwatch-style-visuals-with-ue4/
Is this it?
>>566578I would love a city building game like this
>>566624no; you lighting is too realistic. That also doesn't look orthographic.
>>566648I'm using an HDR, and Arnold can't use C4D's isometric camera for some reason, so I had to fake it.
>>566642they already exist dudeits like the most comon style for them on apps
>>566649The one in the OP has lighter shadows, probably has to do with curves or levels, aside from that the look is almost identical
>>566642you could try City Skylines anon
That is done in a tool called MagicaVoxel
>>566649post link to the HDR you're using
Looks like color grading and ambient occlusion has a lot to do with it. Colors are mostly in the mids, there aren't any true blacks or whites to speak of.
>>566624Almost, but the shadows are too dark and too diffusive. Reduce the spread and increase the brightness while softening the light.
>>566555this goy got it right! i used to do this in cinema 4dflat shaders, gray shadows, ao, gi and finish in photoshop or aftereffects
In Blender this can be achieved with 2 hemis and AO.