After years of toying aimlessly in Blender I finally decided to pick up a project.
A friend of mine, Kenney, has been very successful with his business making 2D games and assets.
One day while talking about stuff he worked on we decided that it would be a great idea to translate some of his 2D work to 3D. Since he has no experience in that field I was willing to take that project on.
Where to start, was the next question, since he has made an extensive amount of assets for games… and not everything can be made into 3D successfully without breaking the style.
There was a lot to look through so it took some time to decide what was the best possible path to take.
Finally I decided to start with the road assets since they were the easiest design to start with.
The first step
Once in Blender I decided what standards I will follow since everything needs to fit together perfectly to be usable.
The first tile is the one where all the others will be based on. Making a wrong choice here could mean a lot of lost time later on.
there it was… the first tile. mother of all the others
What began as a road…
the first tile finished I had to complete a road set next.
How many tiles does it take to make all road combinations? I settled on 5: A straight road, a corner, a T junction, a crossroad and a dead end. I tried them all out and figured that this would be the base for all that follows
Next I had to figure out how to combine the roads with landscape features so you could diversify the looks.
The original tiles from Kenney had water and hills, this is where I started to give my own interpretation on how the tiles should look. Some parts were not working well. A hill had to be build with a road going uphill and roads on a higher level.
I decided to mix the first version and the remake to end up with more flexibility and expansion possibilities. The trick was to do this with the least amount of different tiles possible.
After I made those I noticed that some things were missing that were not present in the originals.
A bridge and a tunnel would made the sets complete. that was actually fun to do since I had no previous tiles to base them on. I had to take into account the height of the tunnel and bridge since I would be making vehicles also and they had to fit in and under.
Spread the work…
Seemed the set began to grow in amount of tiles. I decided it was time to release the collection I made.
I discussed this and chose to release my creation as public domain so everyone can use the tiles as they see fit.
The main idea was that sooner or later I would see them popup in games and such. Also I noticed that there were no real building sets to create lowpoly landscapes.
So I released it on opengameart as Landscape Asset v1.
I would consider this my gift to the lowpoly world 🙂
But my work was not finished. I justed scratched the surface of possibilities. On a quest to create more I dived in the research of references. Kenney suggested I expand with more water based tiles. Coastlines and rivers made up the expansion of the set.
I soon realized I also needed to expand the bridge I made to accommodate for those new coastlines and river possibilities. I even had a request to make some corners above water.
The more I created the more I had to pay attention that everything still fits together. it was becoming a bigger puzzle with a growing challenge.
The bridge being extended I saw little which needed improvement at the time. So since I made the collection noticeably bigger I decided to release the version 2 of the Landscape set on Opengameart and on Blendswap and let the people know.
let there be vehicles…
Where to start with vehicles. it must not to be different in look than the tiles.
Some ideas came to mind to keep the vehicles simple… but to have a lot of different kind of them also.
After some time one night I finally had something I was happy with which could be used to make different models of cars.
One model, many variations
From this I could almost model every car type I wanted to. Thing I really started doing since a lot of people were asking for vehicles to go with my landscape assets. So I created a normal car, like the one above, a coupe, a station, a minivan, an mpv, a small city car, a bus, some commercial cars, pickup trucks, ,… and the list went on. Since I wanted developers to use my assets to make games… many different kind of games I needed also different kind of cars.
I was not done with those either. more and more ideas came popping in my head about what I could do.
Maybe some police vehicles, ambulances, fire trucks, …
And why stop there? before I realized I was making different kind of trucks and other funny vehicles that could be used to make games with them.
There was actually no limit since I figured out what style I was going for.
After the trucks came the question: what’s next? Could this be it? Should I make more stuff people could use?… what do they need? I had still some ideas that I had not worked out yet. so I went on with the base model to create even more variations… I even created completely new models just for the fun of it 🙂
The diversity in the models was growing. I need to specialize a bit since there are only so many games possible that you can make with cars. The order of the day was to begin with some race cars. That idea came to me when I made Ferrari and Lamborghini look-a-like cars in the previous image. I went on the make a group C car and a formula 1 car.
It was time to leave the vehicles for what they were and release the first part on Opengameart and Blendswap. I had to fine tune some others so I could not release everything just yet.
I had to take the next step and concentrate more time in other things that matters for the universe I was creating… buildings.
What good are landscapes and vehicles without buildings?
Also here I had to first try some designs out to see what worked and what doesn’t . I had to make some choices about the sizes of tiles I wanted to use because also here… the proportions had to be right to be consistent with the current style.
A good start don’t you think. All I need to do now is to create variation in the houses so you could build some suburbs… to race through.
More housing, more commercial buildings, more trees, more more more… 🙂
As you can see I’ve come a long way from the first tile I made. and I’m not finished with those either.
Currently I’m working on a city asset where I will have a complete separate set of roads to go with the buildings. skyscrapers and typical city buildings will complete this asset. In this one I will also introduce vegetation, street and traffic lights 🙂
So far the buildings and houses are not yet like I want them to be released but I’m working hard to make that happen.
There are so much more ideas for this low poly universe and I have still a lot of work to do to complete it but more on this later.
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Talk to you soon.