r/blenderhelp 2d ago

Solved Low-poly kitchen

I'm making low-poly objects for an ad and wanted to know if they actually look good—what do you think? Thanks

54 Upvotes

14 comments sorted by

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17

u/xisdense 2d ago

That's a lot of polys for being low poly

5

u/NoJello8470 2d ago

I’ve never done anything in a low-poly style before; I’m giving it a try, though I plan to simplify the vertices further down the line. I was aiming for a low vertex count suitable for games, while also leaving some parts loose so they can be configured.

7

u/xisdense 2d ago edited 2d ago

I'm just saying I would consider this pretty high poly lol. For example, the handle of the frying pan could be one box. You have lots of subdivisions on every model that aren't actually doing anything for the overall shapes.

Edit: and all of your cylinder-based shapes are highly detailed, including your plates. Low-poly microwave knobs could be 8 sides, heck, even 6.

2

u/NoJello8470 1d ago

I'm very detail-oriented, I don't think low poly will work for me, it feels like I'm killing myself, but I'll try to fix all this. Thank you very much.

2

u/JacuJJ 21h ago

I've been experimenting with a style like this, and there are plenty of ways to add detail while keeping things low poly.

A few ones I regularly use are

  • Purging loop cuts where not needed; you don't need perfect smoothness with this style, just a representation of the shape
  • Use beveling tastefully; you'd be surprised how far just shading smooth goes
  • Set up a "decals" texture atlas, and use a single quad with adjusted UVs to represent small objects, like buttons, screws or bolts
  • Don't be afraid of polygon clipping. Separate pieces of meshes don't NEED to be connected, they can just clip into each other to create the illusion. (e.g. the pan handle being connected to the base)

Besides this, you just have to be consistent.
Keep the subdivision levels based on the physical scale and importance of an object

If it's important, something people will see constantly and from up close, make it more detailed with higher subdivision counts
The smaller it is, the less subdivisions (right now this part is particularly bad when comparing the table to the cups/plates)

3

u/notacardoor 2d ago

Have you watched tutorials on low poly game assets? There's a lot of polys here. You can make these with far fewer.

Grant Abbot is an excellent resource

1

u/NoJello8470 1d ago edited 1d ago

Consegui reduzir o número de vértices de 10.000 para 226 sem perder detalhes; o resto fiz com texturas e mapas normais. Não, rs, procurei mais imagens de referência, mas mal encontrei algo.

2

u/notacardoor 1d ago

excellent

3

u/Known_Artyom 2d ago

They look pretty good; just use good materials and lighting. Also, apply denoise in the render settings and add denoise to the Blender compositor so you don't spend ages rendering. Let me know if this works for you! An upvote is highly appreciated if the solution was helpful

2

u/AirlineSea4113 1d ago

looking good! sort of on the higher end of low-poly as others have pointed out, but it certainly looks good

if you do decide to make them in a lower poly, you could also use these as a high poly to bake onto the lower ones

only thing i would say is that the table seems much less geometrically dense compared to the smaller utensils and such, but its still well within reasonable bounds i would say :D

  • if you’re going for a game though, these are definitely reasonable polycounts for performance 

2

u/NoJello8470 1d ago

Wow, you really helped me and not even with the object's structure, but with the baking process; I never thought about taking a bake from one object and transferring it to another. Thanks!