It has been a slow week for the project. But I managed to squeeze in some time to add water / rigidbody interactions and test and implement shallow waters into the game.
Modeling the character was at the same time easy and hard. It was easy because the graphics are so low polygon that is really fast to get things modeled. But at the same time it was extremely hard because it is easy to add too many polygons and loose the low polygon aesthetic.
Fresh screenshots of the second update to the game hero car. I also captured the car in-game and the AI crashed whthe car while filming. A lovely little thing! I added all the missing bits and bobs to the car: door handles, front bumper detail, front licence plate and fixed the overall shape of the car front to better match […]
I chose a visual style that is easy for me to create completely by myself. So it had to be 3D for me to manage it alone and stylized low poly for faster production. Stylized 3D means no UV mapping, no LODs or no separate collision meshes. It is a win-win-win! And paired with modern rendering techniques, extreme low poly stuff can look amazing.