Impressive how he keeps his cool with that annoying pop-up at the beginning. Great presenter!
@EthanRedd7 жыл бұрын
Selestrielle that was sooo annoying lol, ty ^-^
@linshu61414 жыл бұрын
Im sorry for him. Pop-Ups just wait for bad times. I remember the old times where they tabed u always out of game windows :D
@onlysmiles49492 жыл бұрын
I think a really good way of looking at low-poly in general is like the 3D equivalent to pixel art, and once you start thinking about it in that way, the workflow starts to make a lot of sense
@dreambadger Жыл бұрын
Agreed. It's a style of its own and great for indies in 3D. If you go for photorealism, it raises the expectations of the overall game and its a ton more work.
@Locke-j6j10 ай бұрын
this instantly clicked for me when I read it. great point.
@kreenbopulusmichael72057 ай бұрын
the grid in blender is how I keep all textures consistent and straight with the model
@DustinRodriguez1_07 жыл бұрын
I was actually expecting the talk to be more about the tools involved and how an artist goes about creating low-polygon models. And while that would have been interesting too, what it ended up being was way more insightful and probably more useful in the end. I'm a developer and definitely not an artist myself, but I would take a stylistically rendered game over an ultrarealistic one in most cases. We're at the point where, really, the realism part is kind of solved. We can do rendering in such a way that it is literally physically accurate, down to the point that it can be used to predict the outcome of scientific experiments in the real world (physically based rendering). Now we're just waiting for hardware to catch up enough that we can do realtime photon mapping. But if you want your game to look like a painting, or a dream, or cartoon, etc... you've got to get creative.
@Fetteremo7 жыл бұрын
Decimate is the equivalent of just downscaling an image to make it appear as a pixelart piece
@basteagui7 жыл бұрын
i disagree. i use several trial runs of decimate, i keep the best parts of the decimated models, stich em up like frankenstein, mirror left to right if the model is done that way, fix any details i need to have good animation. this gives me the best of all scenarios. it's like i'm really doing photo manipulation by layers
@TheSkrylar6 жыл бұрын
There are some higher quality polygon reducers out there, but they tend to be kept in-house (CryTek) or live mostly in research papers. For instance there is the "Instant Meshes" siggraph paper which re-constructs meshes from a position field, and only requires manual input if you care about the edge flow.
@MaruskaStarshaya5 жыл бұрын
it's good to make rough lods
@morganlak43374 жыл бұрын
I think both decimate and downscale can work, but the best artists always go a bit beyond that. Slapping any sort of filter on something won't save your lack of vision and taste
@DeepFriedOreoOffline3 жыл бұрын
@@logandunlap9156 I think they work perfectly fine, just for their intended purpose, not as a means for a lazy artist to immediately alter a high fidelity piece into a lower fidelity one for literally any purpose. Decimate is great when it comes to creating the base shape of collision meshes for static objects, and downscale is a joy for quickly turning a big picture into a small icon for placeholder purposes, or for things that just really don't need to be all that readable anyway. The main issue is not with the tools, it's that people desire to have things happen for them without them doing any real work. So they use these tools hoping they will perform miracles, which makes other people hate the tools. When really, people should hate the lazy artists who decided a single button was going to solve all their problems and make them money.
@RUdigitized7 жыл бұрын
I LOVED this talk. Just tech. Just information. Relating ideas to numbers and efficiency. I learned A TON from using WoW Model Viewer and looking at WoW's models. They are the kings of efficiency and they made incredibly attractive assets for the game.
@getitstandswithukraine66377 жыл бұрын
Yeah, I think it is great that there is a talk where someone doesn´t just tell a story but also backs it up with something you can learn from and actual tips. Most of the time you watch these things and actually did not learn anything at the end. This was a perfect talk. Also super interesting what you said about the wow models I always thought they looked great, I am going to look more into it now.
@noxabellus6 жыл бұрын
Wow models are interesting but I think it's important to realize what he's talking about is stylistically different than wow ... low poly style versus high fidelity low poly downsampling
@JustinReinhart7 жыл бұрын
Kinda blown away at how good a presenter Ethan Redd is. He has the right kind of intelligence that is sorely missing from every industry.
@BrianLife Жыл бұрын
Agree
@cinebst7 жыл бұрын
I'm a low poly enthusiast, with a special preference for the _very_ blocky look from the PSX and N64 era. A lot of people think that stuff looks dated and "muddy" these days, and I don't blame them, but I think they have a certain elegance to them. I've made a few models myself, and I want to make more, but I don't have any sort of professional experience. This video was fantastic, I feel like I've already picked up on a lot that I hadn't even considered before. Thank you so much!
@shoeberrypie6 жыл бұрын
I know that feel; the majority (probably all) of my group of friends just don't get why I'd rather have a LAN party on Unreal2004 or Jedi Knight: Dark Forces II rather than CS:GO or Rainbow Siege; or Battle for Middle Earth 2 as opposed to their hyper-shiny Starcraft knockoff with nukes, lmao
@NicoleHam2 жыл бұрын
This is exactly what I was looking for. I keep seeing tutorials saying "just throw a decimate modifier on your model" and I was genuinely looking for insight on designing and rigging low poly, and also PEERING into the minds of PS1 modelers/ WHY they had to model that way. INSANE that I've never heard of Ethan. This is amazing!!!!!!
@peterfiser7 жыл бұрын
Very good talk. I've seen older developers say less in more time than this presenter.
@ideallyyours7 жыл бұрын
He optimized his speech like he optimized his poly counts.
@bonesawization4 жыл бұрын
I've been watching these GDC talks for days. This one has been the best so far.
@AdamBourke256 жыл бұрын
This was a really good presentation - but we don't really need to see the presenter full screen so often. I've noticed this in a few of the 2017 presentations. For 2018 please show the slides more often! I think the format with the presenter on the side (with a STATIONARY camera) and the slides taking the majority of the screen works much better.
@DarkExcalibur423 жыл бұрын
That was pretty fantastic. One of the more impressive GDC talks I've seen regarding aesthetics.
@ssatva7 жыл бұрын
This was a great talk, very well organized, nice set of visual ideas. I really wanted to hear the answer to the last question, though! If you see this Ethan and have the time, what is your take on applying advanced rendering techniques to low-poly art?
@EthanRedd7 жыл бұрын
Wm Reeves hey, glad you liked it! In short I think it all comes down to execution; I've actually been experimenting with combining low poly with more advanced rendering and it's a fun clash. if you're curious feel free to peep my insta @kiddradd or hmu on twitter ^-^)b
@puppeli7 жыл бұрын
i see no problem with using advanced rendering on low poly art. You can give your low poly scenes a feeling of being crafted from paper (like origami).
@jnevercast7 жыл бұрын
Yeah I wanted his opinion on PBR and Low Poly as that is something I'm interested in.
@MucciciBandz5 жыл бұрын
He only got 2 mins for questions but did 4 mins LOL If he answered that question he would probably be at 6mins extra so they cut him off hahaha great talk though
@sininenblue91614 жыл бұрын
low poly to me is basically the pixel art of 3d. It's a lot easier to do but it can be extremely pretty when done well
@reireyes12755 жыл бұрын
Oh man I wanted to hear his answer to that last question. Talk about cliffhanger.
@tzellis5 жыл бұрын
So low poly is basically the 3D version of pixel art. Nice.
@mewbusi3 жыл бұрын
The interesting part is that there are methods to essentially make low poly meshes with pixelart. And not only that there is the possibility of using more pixelart like textures for low poly art. Megaman legends comes to mind for pixelart textures and low poly modeling.
@cosmiccoffee84973 жыл бұрын
A lot of the design philosophy for both come from traditional art minimalism. Highest amount of information conveyed using the fewest possible details. These sort of ideas in art are far from new. They actually predate computers.
@christopherjohnson91677 жыл бұрын
I think a great example of a low poly model is crash bandicoot on the ps1, the model in my opinion looks better then the concept art and animates really nicely, including all those death animations and the spin witch is a modelled blur, really awesome.
@alessiobenvenuto51594 жыл бұрын
If i am not wrong, crash was animated vertex by vertex, no rigs.
@sploopst6868 Жыл бұрын
that curve approximation point is such a good analogy
@clancyoshannessy96236 жыл бұрын
one of the questions was about variation in low polly; depending on what you are making you can get some good results by applying noise it the locations of the vertices
@gamedev19052 жыл бұрын
I'm enjoying all these technical examples on what it means to do low-poly and the required fidelity to do so effectively.
@lhmsc5 жыл бұрын
Definitely an interesting talk for developers trying to do simple visuals by themselves, but really really basic for actual 3D artists. I wish there was more in-depth talks about 3D art on GDC.
@Ali-Britco7 жыл бұрын
Goddamn, I got to watch 2 insanely awesome GDC talks back to back - one from last year by Mike Ferrari and now this one. I sincerely hope Ethan creates the next big thing in gaming and reaps all the benefits since he deserves it.
@EthanRedd7 жыл бұрын
^-^
@westingtyler13 жыл бұрын
11:40 it is SO annoying the camera people keep changing the shot JUST to be changing it, often showing the guy instead of the VISUAL AIDE he's trying to show us. for a brief moment there's a side by side shot of him AND the screen. why wouldn't you just use this shot for the whole video? smh. the actual content is fantastic.
@numgun7 жыл бұрын
Working smart is the way to go. Great talk. : ) I appreciate this talk in spreading awareness that there are other methods than high-poly. Low poly offers a ton of benefits for performance, style and rapid development to benefit from.
@villemononen53036 жыл бұрын
So enjoyable! There is always this draw to low-poly rendering, for me atleast. Something that start so simple, elegant, beautiful.
@thomassteele57487 жыл бұрын
The last question was easily the most interesting, pitty he was cut off.
@chipsinatube5 жыл бұрын
I've recently been messing around in Blender and trying to teach myself how to sculpt/model stuff while watching/listening to youtube. I was messing around with high poly models to then decimate them trying to make them into low-poly and absolutely struggling. I started to realize that I should limit how subdivided/high-poly I made them. Now I'm finally wrapping my head around how to properly add/connect my own points to create my own rough shapes which I can then subdivide to increase their detail and smooth. Models are looking much better and more simple. This talk helped clarify how to approach this. Blender 2.80 is so much better and user friendly than prior versions 💪
@BknMoonStudios2 жыл бұрын
When he showed the example with the hands, my mind immediately went to the PSP Grand Theft Auto games. The hands in those games are actually made of only three shapes: the thumb, the palm and all the fingers merged into one block. The way Rockstar devs conveyed each individual finger was through textures and lighting, not with additional polygons. If you're curious, search in KZbin "Grand Theft Auto: Liberty City Stories - ALL CUTSCENES" and look at the characters' hands. Really fascinating stuff, at least for me.
@11nephilim7 жыл бұрын
29:20 was a bit surprised to hear Liam Neeson asking questions at a GDC!
@HaxzploiD5 жыл бұрын
Sounded more like Qui-Gon Jinn
@RiorXD4 жыл бұрын
Sounded more like the guy from taken
@ElasticGiraffe4 жыл бұрын
Low poly: the perfect solution if you don't have any money, but what you do have is a very particular set of skills.
@Legogreens3 жыл бұрын
@@ElasticGiraffe underated
@blinkiboy897 жыл бұрын
This talk was really solid. The speaker did a great job.
@paulstaker88616 жыл бұрын
Love low poly. Nostalgic, easy on the eyes (if done right - as with all things) and easy on the rig. Looks good and plays well. Can't say the same for most modern games.
@salientgraphic417 жыл бұрын
Just want to say wow. That was a super logical breakdown of considerations. Formulating each idea as an axis of tradeoffs and benefits. Each axis pivoting around a formal art theory concept. Bringing art theory to low poly. I hope your formulations go viral, enabling time constrained indevs to really infuse their assets with feeling. GG.
@rmt3589 Жыл бұрын
Really good talk. I'm working with voxels, which I'm not sure if they count, but this helps me a bit too.
@grilleFire2 жыл бұрын
Now this talk is very impressive. I was going in looking for recommended tools for this type of art style but ended up getting way more useful information and concepts from this creator!
@ShinDMitsuki7 жыл бұрын
It might surprise you, but your case was exactly what calculus was created for lol.
@rambosweat3 жыл бұрын
he goes into that...
@max51757 жыл бұрын
Great presentation, someone knows what he's talking about
@Uradamus7 жыл бұрын
A 16 sided polygon would be a hexadecagon, just in case anyone else was wondering.
@dennisanderson86635 жыл бұрын
3d Modelers shouldn't even know what a 16 sided polygon is. Ngons (any face with 5 or more sides/edges) are frowned upon. Even triangles can cause issues. People need to stick with quads.
@Ouvii7 жыл бұрын
wow, this guy is fantastic. I love the riemann sum looking graphs help explain how low fidelity you can go
@TheMemoman7 жыл бұрын
The workflow presented was very useful to implement straight away as a philosophy, enforcing that economy axiom. I'll keep it in mind.
@fxchai61862 жыл бұрын
Low poly is totally enough for players.
@oopsy4445 жыл бұрын
His points are also great for beginners imo since it teaches great principles and work flows. I'm a programmer and I feel like I should start here. Cant wait to try them out
@PopStrikers6 жыл бұрын
Fantastic presentation! Kinda bummed the last question got cut off though, was interested in hearing the answer!
@InkRose6 жыл бұрын
I was literally thinking about how you'd like this talk and, behold, there you were in the comment section.
@johnnyjohn57516 жыл бұрын
Tommy Oliver watches GDC videos
@pedrobelluzzo4 жыл бұрын
I would realy like to hear his answer to that last question. Ethan seems to know about this subject. Great talk
@not_ever3 жыл бұрын
Great talk and presenter. I like the way he was surprised that he found something useful in calculus.
@ibrozdemir3 жыл бұрын
24:36 this is realy smart.. flipping normals to emulate transparency, wow i would never come up with this kind of stuff
@Sparrow4204 жыл бұрын
I only use decimate when i'm lazy and it's for LOD levels of simple static object edit: damn, i really wanted to hear the answer to the last question. i think normal maps for example can help add minor detail like scratches or etching, but it need to be made for low poly, you can't just slap on some photorealistic pbr on a low poly mesh and expect it to look good.
@ndrm_chooky4 жыл бұрын
as clear as pure water dude! ur a low end device hero!
@timkeeping23256 жыл бұрын
When people question if games can be art, direct them to this talk.
@woodyfentress5 жыл бұрын
Brilliant talk! Definitely going to watch this a few times and pick it apart for all the great gems!
@KaitoKaze7 жыл бұрын
high poly to lowpoly is a good way to go, and u can extract the normal map from the highpoly and apply it to the low poly and make it look high poly with performance gain from going low poly, that u get the good of both world without really compromising so much.
@morbid1.7 жыл бұрын
Many people think low-poly = lack of skill I personally think it's all about time... many people who work in indie dev have skills to produce AAA quality but they don't have time to do everything.
@flexthought76556 жыл бұрын
This young man showed me the light!
@schizogony6 жыл бұрын
I miss PS2 graphics.
@vazak117 жыл бұрын
This was super insightful and informative, thanks a ton!
@laurasisson91754 жыл бұрын
He had some great visuals. It’s frustrating how little time was given to his presentation.
@notsoren6657 жыл бұрын
Really good talk presented by an enthusiastic speaker.
@lillys98765 жыл бұрын
4:59 Blender squad represent!
@noirlavender64094 жыл бұрын
Damn it, I love this topic, I need this information, but the guy's talk is... moisty.
@MisterCreamyDude5 жыл бұрын
Ethan Red standing by!
@yomomma24577 жыл бұрын
The irony of a presenter this good joking about people getting to send him hatemail in the last slide.
@siresorb14197 жыл бұрын
Look forward to playing it dude.
@wmka3 жыл бұрын
Thank you and have a wonderful day.
@scottalexander_4 жыл бұрын
One of the best talks ive seen on gdc :)
@gamedev_navneet Жыл бұрын
This is helpful. Thanks. Nice presentation. Low poly is good.
@bpro58483 жыл бұрын
This talk is so valuable
@andrewmushel17257 жыл бұрын
Fascinating perspective on visual design.
@TheEllsi4 жыл бұрын
Loved the talk. Lot's of a great ideas! Got me excited about making low poly games.
@rubhan946 жыл бұрын
Omg I never thought of flipping the normals on class.. was always thinking transparency. That's a great trick, how do you pull off the fluids inside though? Really would like to know how to make good looking potions lol
@rubhan946 жыл бұрын
You have the top render 'correctly' and then the sides with inverted normals right?
@TheCivildecay5 жыл бұрын
Low-Poly is the pixelart of 3D
@christophereberhart74872 жыл бұрын
This dude makes really interesting looking games
@Gutsybird7 жыл бұрын
Interesting talk, though the results could look better. Textures seem to be the key here. Probably why megaman legends looks so good.
@essmunson6 жыл бұрын
yeah I'd realllly like to see the textureless models of Mega Man Legends
@victornoagbodji7 жыл бұрын
what an amazing talk! i would have liked the answer to the last question : )
@BrianLife Жыл бұрын
Great well explained speech. Props.
@DylanFalconer4 жыл бұрын
I wish I could like a video twice
@sunny99179 Жыл бұрын
i really would love to know how to bake textures for low quantity like 2-3 only... anyhelp on it (blender if possible) ?? I loved this panel,my goal is make something like ''tunic'' game, one of my big inspirations
@jovontowns5917 жыл бұрын
Looks like Jaden Smith. This is a really good talk by the way!
@jamesfarrell23346 жыл бұрын
The end question was the best one, does anyone has an opinion on it.? Awesome talk !
@mixxwire47586 жыл бұрын
This guy is Radd. Pun intended.
@javiertrevino55354 жыл бұрын
Excellent, very informative for any designer
@metorical7 жыл бұрын
Great talk with clear explanations of the concepts presented!
@littlecurrybread4 жыл бұрын
great presentation
@TheoryVIII6 жыл бұрын
This was a fantastic talk! Great work, Ethan!
@jellybean40496 жыл бұрын
I love low Poly, this is great.
@bowlong28 ай бұрын
Thanks for this démonstration
@harrysanders8186 жыл бұрын
Wow, wonderful talk. Very cool guy.
@chipsinatube5 жыл бұрын
Cool talk I'd love to see what he's working on now. Also I like the easter egg "for hatemail" to his email, haha
@GabiN643 жыл бұрын
I think low poly is the future. Think about it if people are willing to buy books, there's a market for lower fidelity games that are interesting. AI can also improve low poly to appear higher fidelity as well.
@bearwolffish6 жыл бұрын
This was brilliant, thank you.
@hakimitus4 жыл бұрын
Pretty rad talk!
@bearwolffish6 жыл бұрын
Outstanding talk
@koljak93953 жыл бұрын
Loved this talk, feeling inspired :)
@corriedotdev7 жыл бұрын
good talk, been working on low poly for a long time now. I just love the style, too cute.
@briancoleman93307 жыл бұрын
Very well done presentation.
@EnriquePage917 жыл бұрын
64 to 32 is DEFINITELY visible. But I understand where's he's coming from though lmaooo Low poly can look AMAZING.
@tjmixmasta6 жыл бұрын
Fantastic breakdown.
@ginoleonardo63996 жыл бұрын
Great speech well thought out and informative.
@ChrisD__7 жыл бұрын
This making me hyped to make my own game.
@GUN2kify3 жыл бұрын
11:50 - Actually, the name is hexadecagon ?
@voidsauce62207 жыл бұрын
I just want to know what he made his static art and his "normals" in.