Eden Ref Scene

Duration: 2 Hours

I’ll be uploading a video of this soon. Next renders will include cast shadow instead of just simple AO baking.

512 x 512 pixel texture

Building:         166 Tris

Barrel:             68 Tris

Log:                  80 Tris

Shelters:          48 Tris

Table:               28 Tris





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Duration: 30 Minutes

256 x 256 texture

~ 570 Tris

I’m getting back into low poly modelling again, establishing a new pipeline using tips and tricks I’ve learnt over the years and getting back into one of my favorite art styles.

The constraints for mobile and web versus PC and console are constantly blurring, but that doesn’t stop the art style being attractive to both see and develop! Low poly artwork has even found a solid return on VR platforms, which I am also developing prototypes in at the moment.

There could not be a more perfect time to get back into this art style and push my self further than before, but for now, I am simply practicing and re-educating myself on the workflow and current “meta” of low poly design.

I’ll be posting more blogs as and when I have time to develop these pieces, but today, there is a tankard.

I start my models in 3Ds max, sometimes on paper to get an idea of silhouette and a list of planned props to develop for a scene. I began this model with a cylinder and used some of my core tools to quickly edit the geometry: edge loop, connect, extrude, bevel, symmetry, FFD modification, spline editing, rings and loops and more!


I continued with the use of sline tools to create a custom handle shape, and begin my unwrap, i try to keep as much of the “flowing” detail areas as square as possible so that I can create textures in a shorter space of time using tiling details if needed.

Anything that would not benefit from unique UVs (such as the bolts) are over-lapped to spare some UV space for other components.




I created a 256 x 256 texture for this asset.

Sometimes the model will benefit from a simple AO bake to give some depth in the first pass, a colour bake can also save a bit of time inside photoshop by helping avoid using lasso or poly select to create “islands” in the texture.



I use my baked maps to help create the final texture which I move back and forth from Max to PS tweaking and editing as I go!


In this example I haven’t created any specularity, normal, or metallic maps for engine use, I’m just exploring the process of modeling at lower resolution and rendering textures at lower resolution.

Here is the final appearance of this test, it took about 30 minutes to create using some time I managed to find away from marking!


I’ll be creating some more assets in the coming days and weeks.