Simplistic stylized environments are great, visually appealing projects. There is so much to learn in this workflow!
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In part 1, we created stylized tress (watch part 1 here).
In part 2 (this tutorial), we will create simple plants to add to our scene.
In part 3, we will create our beautiful sandy stylized beach (watch part 3 here).
Finally, in part 4, we will bring it all together and create our whole island scene (watch part 4 here).
Above all, this style is super FUN to create. Their simplicity is not only appealing to look at, but it also enables for faster creation compared to their photo-real counterparts.
Environments are perfect for using Blender's linking system. The idea being that we create individual .blends for each asset then link them into a new .blend where we assemble the overall environment by duplicating the linked assets and placing them appropriately. The benefit with this is that any changes we want to make to the individual asset .blend files will be applied to the assembly containing links accordingly. It's a crucial function for working on complex scenes like this.
More often I see Eevee being used for singular objects like characters, vehicles, or small contained environments (sci-fi corridors and single-rooms). So we're going to figure out how to make Eevee work for large-scale scenes.
Yeah that's the game I'm taking the most inspiration from, but I feel like there's a lot more you can do with that concept.
If I were a game dev I would be too tempted to be completely honest when designing that game...
There's literally a game called Game Dev Tycoon.
My past weekend was immeasurably better than the last one.
I'm alright, Jake.
Howdy Aaron!
Heyo Jake!
I actually wanna make a management/tycoon game where you run a game dev studio, and you can play it ethically, but then you can do seedy things like forcing crunch on devs, paying journalists to cover for you etc. Could be a fun project when I understand how to make vidya.
Heya silent, how goes?
Jake!