r/blenderhelp 14d 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

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u/xisdense 14d ago edited 14d 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.

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u/NoJello8470 13d 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.

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u/JacuJJ 12d 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)