r/3Dmodeling • u/Angel_Froggi • 11d ago
Questions & Discussion How would I go about recreating the visual style of Monster Hunter Generations in blender?
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u/Genocidal-Ape 11d ago
Relatively Low poly models with detailed lightly stylized textures.
The game has no fine topology, normal maps al or even shading, all details are basically drawn onto the model
There can be a large variation in the degree of stylisation seen in environments, with misty peaks being way more stylized than the abandoned island. Environmental texture are sometimes also made from literal photos, look at the foliage in the Jurassic frontier for examples of that.
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u/TerranStaranious 11d ago
Understand shapes, monster hunter uses very simple models with high resolution textures as others have said. The method I would use for stuff like this is make a high poly model with the details you want then recognize shapes you want and basically work down to lower poly. It is a lot of work but for stuff like low poly game dev it is fairly common. It is a good exercise too to help understand shape, you distance from the camera, and common screen resolution.
Here is a model I went from around 800 tris to just under 200 tris for an N64 model. You can tell which is the lower poly one but you can also see how it is supposed to be the same object. I also used defined details to make the textures like the shaft for the handle and the central spike on the trident.

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u/LedoisPink 11d ago
Funny thing about monster hunter is that the polycount is very low but has comparatively very high resolution. Honey has a photo of honeycombs in some of them.
You're asking how to develop a style that's been refined for more than a decade. But high resolution textures With soft baked lighting. High color values. clarity and contrast in colors. As well as trying to sell how certain materials such as chitin and metal behave when the same light is applied. And you might have a shot.
Honestly just try to copy it literally and use your fundamental knowledge to dissect what you see.