Any tips/resources on creating a polished artstyle in godot3D?

https://lemmy.world/post/2901440

Any tips/resources on creating a polished artstyle in godot3D? - Lemmy.world

Hey all. I have been tinkering on and off with godot for a month or so now, and I’ve spent a decent amount of time writing shaders and checking out some of the different lighting & post-processing features the engine has to offer. It’s been a lot of fun! However, despite a lot of practice and research, I haven’t really been able to create something that really feels polished. Of course, I know that it takes time and effort and iteration to make a beautiful environment, just as with any other medium. Despite knowing that, I still feel like I can’t really see the path from tinkering with lightmaps to something like Hyper Demon [https://store.steampowered.com/app/1743850/HYPER_DEMON/] or Heavy Bullets [https://store.steampowered.com/app/297120/Heavy_Bullets/] or even something simple like Muck [https://store.steampowered.com/app/1625450/Muck/]. For example, I’ve been trying to capture the atmosphere of some of the art from Julian Faylona [https://www.deviantart.com/julian-faylona/gallery], especially something like this: Outer Wall [https://i.imgur.com/3jQaZip.png] I had a lot of fun learning how to model the buildings, how to set up lighting and bake lightmaps and enable post-processing effects like glow, etc, etc. But it seems like I’m always missing something that brings it from “Game engine project #2857” to a striking, or at least compelling, environment. Again, not expecting some magic trick that makes polish super easy, but I think some pointers on what to spend time on, things to practice, details a beginner might overlook, or resources to study would be super helpful to me and many others trying to learn how to polish up their visuals. Thanks for reading!

All of what you showed as reference is a very surreal art style. I don’t think “just” creating some lightmap and turning on glow will do it here for you.

It’s starts with a consistent and outstanding look of your 3D models. So using standard Asset packs will most probably not bring you the wanted results.

Then I think the one magic trick you are not expecting is shaders. Especially the light part in it will most probably change the appeal of your sean allot. Standard BSDF Shader (that is used by default for every 3D objects) is designed to replicate really. However you don’t want to replicate really, you want to replicate a painting.

This video gives a great overview of what is possible when creating your own shader: youtu.be/jlKNOirh66E

It uses Unity but at least in theory I think you should be able to recreate all of this in Godot.

godotshaders.com holds some impressive shaders you can use and expand on.

Moebius-style 3D Rendering | Useless Game Dev

YouTube
This makes a lot of sense, thanks for the advice! I knew I was down a rabbit hole, and this is just the direction I needed