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Understanding and Promoting The Aesthetics of Stylized Low-Polygons For 3D Animation
Understanding and Promoting The Aesthetics of Stylized Low-Polygons For 3D Animation
Modern Low-Poly in 3D
Multimedia Arts
By
August 30 2017
Table of Contents
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Modern Low-Poly in 3D
Abstract……………………………………………………………...……………………4
Introduction………………………………………………………………………………5
Objectives…………………………………………………………………………6
Definition of Terms………………………………………....................……….7
Creative Framework……………………………………………………..………20
Methodology…………………………………………….………………………………23
Research Design……………………………..………………………………..23
Data-gathering Instruments…………..………………….…………….23
Respondents…………..…………………………………..…………...…23
Data Analysis…………..…………………………………..…………….23
Design Process……………………..…………………………...……………...24
Multimedia Project…………..…………………………………………..24
Pre-production…………..………………………………………………..24
Production…………..…………………………………………………....24
Post Production…………..………………………………………….…...25
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Target Audience…………..……………………………………………..……25
Demographic…………..…………………………………………...……25
Geographic…………..……………………………………………...…...26
Psychographic…………..………………………………………...……..26
Behavioristic………………………………………………….………….26
Research Results…………………….……………………………………..…….37
Production Results…………………..……………………………………..…….37
Conclusions…………..……………………………………….…………..…………… 37
Recommendations…………….…………………………….…………..…...………. 37
Research Topic……..…………………………………………………….38
Creative Process………………………………………………………….38
References……………………………….………………………………………………40
Abstract
This study focuses on showcasing the visual aspects of Stylized Low-Poly animation as a viable
style for the adult audience specifically for the individuals in the animation industry. It focuses
on showing different styles and capabilities of the style while changing the audience’s
perspective towards Low-Poly. The study also aims on focusing on the impressions and the
feedback of the audience towards the visual aspects of Low-Poly. In order to create a sense of
variety on the aspects of Low-Poly, the proponent has created two 5-10 minute films with
different genres showcased inside a VR Gallery which will present the documented assets of the
two films.
Chapter I
Introduction
3D computer animation started very simple and the software back then were nothing
compared to the software used in today’s modern society. According to Luis Medrano (2017)
who is an award winning Design Director and a Motion Orchestrator, one of the first computer
animations ever made was in 1963 which originated from the AT&T Archives. The project was
made by Edward E. Zajac and it is composed of a 3D Spherical Wireframe which was rotating
around its position, a clock hanging at the top right which represented the amount of time the
wireframe was rotating and a rectangular object orbiting around the Wireframe. During that time,
there were no intuitive tools for modeling, no shaders, there was no rigging, or high-tech
computers that were able to render extensive numbers of poly count and everything was mainly
done by codes that would create wireframes which made computer animators into programmers.
3D Low-Poly back then was not a design choice but a limitation for most 3D animators due to
3D Animation has affected the 3D industry in ways that have augmented the visual
imagination of different people through the forms of different 3-dimensional kinetic objects.
Apart from the entertainment purposes, 3D animation has helped people in education by
providing a perfect means of illustrations that are difficult to visualize. Different animation
techniques used in different ways, Low-Poly animation nowadays is one of the least used
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animation techniques that have incorporated the studies of animation both technical and visual.
The visual aspect of 3D Low-Polygonal dimension speaks for itself since it has its own visual
style.
Although popular in the gaming industry, 3D Low-Poly is one of the most underused
animation techniques specifically when it comes to 3D films since high-poly CGI gives a better
impression to the general public. This leaves the style of Low-Poly as a rarely used technique in
3D animated films. 3D Low-Poly animations are popular in games under the category of indie
projects but are rarely used when it comes to the animation industry itself. With this given
2.) How will the visual style of using Low- Poly animation be executed into looking
3.) How can the technique be incorporated into an appealing 3D animated film?
Objectives
3. To create two sets of 2-3 minutes of 3D animation short films incorporating the
use of 3D Low-Poly.
The study will incorporate new heights for the modern 3D Low-Poly approach in the
3D industry and the results of the study will be beneficial to the following individuals:
Aspiring 3D Animators - While fresh in the industry, this study can be used as their guide to
practice their skills on the basics of 3D animation using the technique of 3D minimalism and the
To 3D Students - The research will serve as a base reference to their studies. The study also aims
to help them understand which approach is best suited for their purpose and how they can
The project will focus on augmenting the adult audience’s experiences and interests
through the style of 3D Low-Poly. Blender, Photoshop & Unity 3D are the softwares that will be
used in building the assets of the project. The genres of each film that are to be showcased will
be categorized into two different types. This research will cover the international growth of the
industry and not just locally in the Philippines since the industry overseas is much more inclined
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in creating modern Low-Poly compared to its local counterpart. High-Poly animation techniques
will be mentioned briefly while discussing and comparing the evolution of the industry,
however, the study will only focus on 3D Low-Poly. The project’s specific goal will be limited
to the output’s environment interaction. The number of major characters in each short film will
not be more than six and the short films are expected to have a running-time of no more than 3
minutes.
Definition of Terms
The following are the conceptual and operational definitions of the key terms used in this
thesis paper:
that has a collection of vertices, edges and faces that define the shape of a 3D object. In general
terms, a polygon is any two dimensional shape with multiple sides connected to enclose the
shape. Examples are Triangles, squares, pentagons, hexagons, decagons, etc. which are all
Render – According to the site of Jeremy Birn (3DRender.com), this is the process of producing
an image based on three-dimensional data stored within a computer. This is similar to the process
in photography or cinematography wherein lighting is used to showcase the depth of the scenes,
however, the scenes in 3D are imaginary and need to be created in the computer (specifically
Polycount- is a shortcut term for “polygonal count.” According to Wiktionary, this is the total
number of polygon faces in a 3D Object. The bigger the polycount of the 3D object, the bigger
the file size gets and the slower the render time (depending on the specs of the computer that is
that has a relatively small number of polygons. Low-Poly was originally used for making 3D
models and scenes for videogames when computers were still not capable of handling or
Computer generated imagery (CGI) – Wikipedia states that CGI refers to the application of
computer graphics for creating scenes and special effects in films and television. This is the
rendering process which contains the shadows, reflections, colors, etc. which are also used in
films but are mostly applied in 3D scenes according to Liviu B. Antoni who is a London based
Modern Low-Poly – A term used in this study which showcases the use of Low-Poly not as a
technical limitation but as a stylized choice that focuses on the application of rough surface and
Paradigm Shift – According to Merriam Webster dictionary, this is an important change that
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happens when the usual way of thinking or habit of doing something is replaced by a new and
different way.
Stylized – As stated in the Mac Millan Dictionary; stylized is a style that is artificial instead of
Chapter II
The Researcher’s topic tackles the style of the modern Low-Poly animation and how this
can be made more interesting to the adult audience. The researcher has observed that the
animation industry has focused more on the styles of high-poly rather than the styles of modern
Low-Poly and therefore, modern Low-Poly lacks a great impression towards the majority of the
adult audience due to the lack of application in animated films. This project aims to focus on the
aspects of modern Low-Poly animation and what makes it interesting to the adult audience. This
goes to show that the approach itself can become an interesting technique and style alone.
The Researcher aims to showcase a series of short animated films using modern Low-
This invites suspension of reality although not all the time since fantasies can be
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b.) Thriller – A fictional story with the use of a high degree of intrigue, adventure or
suspense.
The proposed project will showcase two 3D animated films under the form of Low-Poly
in a digital environment that can be viewed using VR technology. The project will increase the
recognition of Low-Poly and give the general audience a basic understanding of what it takes to
create Low-Poly without compromising their interests and at the same time immersing the
audience with what Low-Poly can hope to achieve. One person is to be fitted with the VR
headset to view the project and the person using the VR will be introduced to the digital
exhibitory with a brief introduction. The project can also be viewed through the usage of a laptop
device.
All two stories share one common theme which is fear. Fear is the basic representation of
the character’s stress when it comes to encountering problems. The stories also share a subject
matter which is stress management and how each main character of the story deal with different
levels of stress. The connection of low poly to the stories that would be viewed in the project is
that the fear actually represents the fear of 3D animators using the unfamiliar technique of Low-
Poly. Most of the studios in the animation industry are not inclined to take risks when it comes to
presenting visual ideas for their stories. Modern Low-Poly can be a risk since animators may be
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unfamiliar with the outcome and the audience’s feedback. Fear can be used as a theme even
though it has a negative mood in the stories that will be presented, it goes to show that the
researcher has basis to take advantage of the theme in order to produce a welcoming 3d film
animation.
in an interactive environment drives back to the application of the “experiential learning theory”.
According to David Kolb (1984) Experiential learning theory is the process of learning through
experience. Usually this is followed by a reflection created by the individual to perceive what he
had experienced, thus creating a process. According to the McLeod and his support on
Experiential learning, it can be applied when a person progresses through a cycle of four stages;
(1) having a concrete experience followed by (2) the observation of the individual and his
reflection on the experience which is then followed through (3) the formation of abstract
concepts and conclusions which is then (4) used to test hypothesis in future situations, thus
As for the process of how the researcher will be able to showcase his work, there are
two approaches for the output. One simple approach is that the project can show a series of short
films in the form of Low-Poly that will capture the audience’s attention, mainly young adults.
The main approach in creating the output of the project is where one person can view the project
while wearing VR goggles wherein he/she is introduced in a virtual exhibitory that can be
explored and be interacted with. The main goal of the output is to immerse the audience into the
3D Low-Poly animation world and the researcher believes that this is one of the best ways to
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capture their interests which will become a memorable experience for them. Those wearing the
This chapter focuses on related studies and researches of the visual aspects of 3D Low-
Poly which will assist on giving a basic understanding on how the style and technique can
become of an interest to the adult audience and that this section will serve as a base foundation
for the research and the researcher. The following are a set of topics broken down from general
to simpler topics that will help the foundation of this research, explore its relevance towards the
topics and incorporate the use of modern 3D Low-Poly animation and its relationship with the
adult audience.
Low-Poly Animation has been around for quite a while now. This was the brief
foundation and one of the starting points of 3D Animation. Low-Polygonal resolution helped old
computers render more quickly which also helped in the development of both video games and
animated films during earlier times. This meant that the lower the count of polygons, the faster it
was to render the scene, (Hannah Shaffer, 2015). But first we need to ask ourselves what is Low-
Poly? According to Josh O’Caimh, 3D Low-Poly as a whole involves using a low number of
polygons in a 3D model which will make it look rough on the surface. This style is used more
The History Of Low-Polygon takes us back in 1980 where Battlezone had been released
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to the public by Atari Inc. which is a first person tank combat arcade game. The game used
vector graphics since they were still limited with the capabilities of the software at that time.
This shows geometrical shapes in the form of wireframes. There were no textures, no complex
controls, dull props and particle system that were only rotating around the environment. In the
early 90’s, games were most commonly simplified and were not that complex. The surfaces of
the objects were flat followed by rough edges, non-moving lip animation persisted in video game
characters during conversations, smearing textures (badly rendered), the list of the problems
would go on due to limitations of the technology, (PC PLUS, 2016). Games like Driller (1987),
Virtual Fighter (1993) Tomb Raider (1996), Half-life (1998), Metal Gear Solid (1998), Quake
(1996) were all a form of 3D Low-Poly presented in games which consisted of animations as
well. These elements show what Low-Poly used to be in comparison to what modern Low-Poly
is today which also goes to show that Low-Poly back then was not a design choice but rather a
limitation. Defining Low-Poly by the amount of its polycount (the total number of polygons in a
three-dimensional model) would only make sense in a historical comparison. Back then, Low-
art”, Low-Poly was a visual style forced to make do with a limited number of polygons. “Low-
Polygon Is quite a broad group” according to the developer and digital artist Richard Whitelock
who was careful to cover this when Schneider had contacted him prior to his Low-Poly man
against-nature survival game “Into This Wylde Abyss” which takes place in an icy abstract
wasteland and where the players are forced to build bonfires to prevent themselves from dying.
This made the player have a conflicting sense of awe, intrigue and terror with what the natural
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Modern ‘Low-Poly’ has become an aesthetic for animators and artists and there is a
great distinction between modern Low-Poly and early Low-Poly. Artists like Timothy J.
Reynolds who have popularized the use of modern Low-Poly, wrote to Schneider saying that;
“Lately, I’ve consciously tried moving away from the term ‘Low-Poly’ but still find myself
using it when tagging work.” Reynolds stated that he would rather refer to his works as ‘3D
illustrations’ as a modern term for Low-Poly since his works reaches around “a few million
polygons.” Schneider stated that while most of the business industries have viewed these
stylizations as “naïve, childlike, or simply vulgar,” modern artists will continue to recognize the
The “Just For Kids Stigma” of animation has never been removed from the impression
of other audiences. People have developed a specific kind of thinking when it comes to
animation both in the industry and the general audience. A lot of these individuals still label the
entirety of animation as a form of entertainment for children. Some individuals have no specific
interest at all when it comes to 3D animation since they are not familiar with the process,
therefore, they show no interest at all. Ryan Walsh, an article writer from the Artifice, stated that
one of the reasons why animation is associated with children is because of the origin of works
Almost all the animated works of the American film studios are based on fairy-tales with
engaging characters, melodious songs and scenarios that allow imagination to be exercised.
Disney is famous for creating animations that target children as their audience, hence, why
people have always associated Disney with animation. Furthermore, films from DreamWorks are
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sometimes presented with darker themes, adult sense of humor and numerous pop culture
references. One of these examples is Shrek (2001). Ryan stated that “the film’s success set the
standard for what older audiences believed they wanted.” Right then, the heavy usage of adult
humor started to overtake films and eventually died out because of it. An example of this is
Shark Tale (2004) which was made as a counter-film to Pixar’s Finding Nemo (2003). The film
as a whole went too far in trying to appeal to an older audience which resulted the targeted
demographic if this is what they wanted to see in an animated film. This leads to the counterpoint
that every time a film tries to act like it’s target audience is aimed towards the adults when in
reality it is supposed to be targeting towards families, the film ends up becoming more childish
as a result. Finally at an end note, Walsh continued to state that people continue to judge
animation because they cannot be compared to the realism of live action films and that the more
the market tries to make the film more ‘edgy’, the more immature it will look like as a result
which will continue to convince audiences that animation will always be just for children (Ryan
Walsh, 2016). On another study written by Bobby Osborne with his goal to explore why the
animation industry should target adult audiences mainly. He wanted to find out why animations
tend to target children and why it could also benefit the industry if this expanded to adults. It
2. Money
Animation has been known to be associated with children for the past decades. However, there
has been a massive paradigm shift in how consumers entertain themselves according to Osborne.
Audiences embrace more variety of entertainment in comparison to what audiences had before
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Bobby Osborne continued to explain how Animation can be covered for the Adult
Audience as well. There are three key reasons why the impression of 2D/3D animation of being
2. Kids through the late ‘80’s stayed in love with animation and are now in their
3. The comparing realities of realism and animation have become blurred that
These three key points are crucial in helping animation (especially in 3D animation)
reach its adult audience. Through the help of technology leaping throughout the interests of
people, the audience has access to almost any type of digital media like Facebook, Netflix,
satellite TV, videogames and many more advancements which have augmented the experience of
people throughout the years. Osborne continued to state that 2D hand-drawn animation has
evolved into 3D computer generated imagery. Before Toy Story had been released, almost every
animation were hand-drawn. Soon after, every company wanted to invest on the 3D Animation
technique as soon as Toy Story broke ground. 3D CGI had been very effective in the market and
had made its mark, which offered opportunities, effects and visual styles that were not possible
in films before.
Another key reason that animation can become interesting to adults is that the market has
shifted and become more flexible. Osborne continued to explain that since the kids who grew up
loving the animation have already reached their 30’s or 40’s, this opens to the fact that most of
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the adults today are now inclined to watching animations. This follows the second reason why
Osborne stated that, “Companies like Pixar have demonstrated that the viewership of
animated films can include adults even college students as well or young adults.” Pixar
witnessed their own films; Up and Toy story 3 receive an academy award nomination for best
picture which is one of the reasons why a lot of adults are seeing ‘kid’s’ movies compared to
before.
A parallel can be drawn in the videogame industry. Osborne explained that throughout
the 90s, videogames have already been targeted mainly for kids which also brought the fact that
the sole purpose for games is to entertain “children” in those times. Back then, games were made
purely for entertainment purposes and rarely did the topic of sex and violence emerged. Fast
forward to 2011, the average gamer exploded to ages 25 – 30. Adults became the new audience
of these games where before these types of entertainment were not that popular.
years had inclined and technology had advanced to provide new styles and techniques to create
3D animation and therefore has provided new ways for the 3D animation/film industry to grow.
However, this does not give much exposure to 3D Low-Poly Animation in regard to its
The 3D Animation Industry has helped people to write their stories and create visual
illustrations of their piece which also makes it easier for them to reach other people and their
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and further illustrate these ideas into something with depth, with characteristics and with detail.
This is highly important in the industry since these creative moving images of 3D are susceptible
written by Ethel Henderson who stated that the 3D Animation Market is expecting to reach USD
22 Billion from 2017 up until the year of 2022. The article stated that “The study was conducted
using an objective combination of primary and secondary information including inputs from key
do the benefits of 3D technology get more and more acknowledged rapidly and the chances of
production houses become elevated. The increase of interest in animated movies and games has
contributed in the growth of the 3D animation market which is also affecting the growth of the
3D Animation Industry, (Rohit Bhisey, July 2017). The same approach goes with 3D
Minimalism, where there is depth and characteristics but with small to no details merged with the
3D Objects. The Industry of 3D animation has rarely given way for the style of Low-Poly to be
incorporated in a high-budget film since the audience of the industry isn’t well known to offer
high praises towards the style of Low-Poly. With regard to local animation, the Philippines only
has a small impact to the public when it comes to exposing Filipino-made animations which is
one of the main reasons why a lot of aspiring Filipino animators go abroad instead. Animation
these days are rare. If animators would have wanted to show their ideas to people with interests,
they would either upload their works online which would only reach a limited number of people
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or they could hone their skills and go to the main source of people who share the same interests
animators with great potential would rather go abroad. 3D animation still has a part in almost
every country and is growing rapidly throughout the years as technology excels into another
level, so will the styles of modern Low-Poly become familiar to the general audience especially
to the adults.
High Poly Animation is one of the focused technique and style when it comes to the 3D
animation industry since it conquers the visual aesthetics of 3D animation. Compared to Low-
Poly, High-Poly is rich in polygonal shapes which would smoothen out the 3D objects. High
Poly Animation has long been used in the 3D animation industry. According to one of the
Poly is highly crucial to achieve detailed surfaces of 3D Objects which is closer to realism. One
of the reasons why High Poly Animation is much more preferred than modern Low-Poly takes us
back to the topic of why “Animation is targeted for kids.” Most of the adults hunger for realism.
Realism is present in live-action films, but with modern day technology, this day and age has
Google Blocks; creating 3D using VR is a type of virtual reality app and a 3D modeling
tool used to create 3D visuals in the form of Low-Poly assets which is accessible to anyone
without having to go through the technicalities of 3D modeling. As stated by Adi Robertson, this
app lets users export objects they have created and make them accessible online or they can put
them in 3D Scenes which are covered or not covered by Virtual Reality. You’ll need a virtual
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reality headset in order to be able to use the app to create 3D Low-Poly models, (Abhimanyu
Ghoshal, 2017). This app can play a huge role when it comes to creating the aesthetics of Low-
Poly assets and upbringing the aesthetics of 3D Low-Poly to the general public which would
affect the interest of the adult audience as well. Unfortunately, this is limited only to VR since
this can only be covered with the use of VR material which limits the possibilites of the general
audience.
This chapter will focus on different works that have relevance to 3D Low-Poly and is a
great source for it. This chapter will explain how these examples of previous works are
/ios platform which was created by Ingenuity games, a local Philippine gaming company. The
aesthetics of the game focuses on the minimalistic approach. No complex design was present in
the project since the indie team was more focused on practicality.
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shooting game which is set in a minimalistic environment. Although the environment is not
nearly classified into what is strictly defined as 3D Low-Poly since the surfaces of the objects are
smoothly rendered, it still follows the aesthetic aspects of the minimalistic approach wherein the
environment of the game doesn’t have that much detail applied to it. However, all of the
characters in the game are rendered as Low-Poly which shows the aesthetics of their hard edges
Into This Wylde Abyss (2016) - This is another example of an indie game which was
created by Richard Whitelock (See Review of Related Literature), played as a first person
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survival game which is set in a cold environment wherein a heat source is needed in order for the
player to survive the game. The epic poem, Paradise Lost was an inspiration for this game and
the author stated in an interview that “If there is no struggle in the journey involved in
Creative Framework
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The diagram showcases the creative framework done by the researcher. For this project,
the researcher will create animated shorts that will showcase the use of Modern Low-Poly. The
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length of the creation of the animated shorts which should have reached from 5-6 months
became a .
Description was first put at the top since this gives the main focus for the project’s goal.
Purpose is aligned with The Artist since both would give information that would want to
showcase 3D Low-Poly to the target demographic. Materials, style/technique and meaning refer
The main tools that will be used are Blender, next to Maya, next to Adobe Premiere Pro,
and next to UNITY 3D. Photoshop will be used to enhance the visual structure of the project. All
Chapter III
Methodology
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Research Design
The study was accomplished via the analysis of different page articles from the web that
are related to 3D Low-Poly Animation, its history and its counterparts in the animation industry.
The studies’ base concept is to promote the idea of Modern Low-Poly Animation to the
Design Process
Multimedia Project
The project consists of an interactive museum that will showcase two 3D animated Low-
Poly films that focuses on fear as its theme and stress management as its supporting subject.
Blender will be heavily used in creating Low-Poly Assets and animation. Maya may partially be
used in rendering the animation workflow. Photoshop along with a Wacom Pen Tablet will be
used in creating concept drawings, storyboards and animation. For the music composition,
musescore will be used since it is a freeware. Unity 3D will be the base foundation for compiling
the assets for the digital exhibitory which will be handled with C# and javascript for coding. VR
will be used for viewing the project in order to incorporate the augmentation of the user’s
experience when viewing the project in future. For the Hardware, the user will be using a PC and
a laptop, both for optimizing and measuring the render workflow for a faster way of creating the
Pre-Production
Schedules were partially made and a timeline was inserted before proceeding to the
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actual work. These were all be done in under one week during start of the term. Concept ideas,
characters, visual 3D assets and environment studies were done during the first three weeks.
Concept sketches were done under 5 weeks followed by the script and its sequence treatment.
Production
Finalization of script, character design and 3D assets were done under the production
term. Story flow and dialogue were finalized as well within the second week after midterms.
Although some of the 3D characters were working properly when rigged, a few of these
characters had trouble in folding the meshes of their surface since the state of the assets are in
Target Audience
Target Audience should be under the category of young adults, specifically for
individuals who grew up watching 3D animated films. College students up to the working are
also part of the demographic, Secondary target audiences can fit into the category of animators
Demographic
The main target of this project is for young adults who are able to empathize with the
characters and through the films presented, individuals who are able to contribute to the
animation industry. The target audience age range are set from 18 to 30.
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Behavioristic
The primary target audience for this project are for those individuals who generally enjoy
animation. The secondary target audience will be those individuals who are able to deeply
appreciate and analyze the meaning and the technicality of the film.
Geographic
This project is flexible in location since it does not need a specific place for the project to
be developed. The project can be done solely with a working PC (Portable Computer) and an
Psychographic
Anyone with the visual capacity to see things from a different point of view or with an
open mind can relate to the project. Specifically, the target audience of this project will be
individuals who grew up watching 3D animated films during their childhood, or individuals who
have experienced extreme stress. Since the base foundation of the project is about stress
management, anyone who has undergone stressful experiences are part of the target audience for
the project.
Chapter IV
Research Results
Low-Poly is fluid in terms of visual technicality and flexibility especially when it comes
to modeling and rendering. Specifically, Low-Poly is a technique that can be added in the
animation industry. This study reveals how Low-Poly can become an effective style when it
comes to animation and it has resulted into understanding that the visual aspects of Low-Poly
Production Results
The Proponent has settled that in order to create an effective Low-Poly animation, one
has to understand the restrictions of topology when it comes to animating in Low-Poly. It may
become difficult for animators to move character joints without affecting the scale of their
topology. Face shades of objects may look unsettling when rendered, unnecessary triangulation
may appear on models when not modeled correctly and issues are likely to surface as the process
The proponent should be aware of the exact topology that should be applied for
each character in order for it to be animated correctly to avoid visual issues. It is the
responsibility of the animator to make sure that the character meshes should not look overly
stretched during animation as these can be observed when a character is folding joints and the
edges of its joints would appear like paper being folded. These are just one of the examples of
the issues encountered when animating in low-poly. To avoid these issues, characters that have
been rigged should undergo test animations (walk cycle, joint twisting, bending, etc) in order to
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assure quality. These tests may take from a few days to several weeks.
It is also the responsibility of the animator on how each scene will look like while
animating. Other than timing, Camera movement and Lighting placement is crucial when it
Chapter V
Conclusions
The goal of the project is to experiment with the usage of Low-Poly and incorporate it as a short
animated film. In conclusion when it comes to artist, the difficulty of the style always depends on
how the 3D artist will make his Low-Poly works. In conclusion, the style of Low-Poly can
ultimately become a choice when it comes to animation simply because it is flexible in terms of
usage. Its usage can vary from different perspectives of Low-Poly, for example, two artists wants
to create a Low-Poly scene that consists of a man. Each artist may have a different grasp on how
they will model the man wherein one artist might go for an isometric approach while the other
artist might model the man in a realistic fashion but as simple as possible. Despite a wide range
of opinions based on what is considered as low-poly, it is popularly known that as long as there
are no smooth aspects that can be seen within the models in a consistent manner, it will still be
considered as Low-Poly.
Pre-Production
Documents were created that would list down all of the 3D Low-Poly assets, the sequence
treatment, storyboard and process of creating the film. Much of the time used during pre-
production were the implementation of the animatics of the two films which were later discarded
Production
After the listing of the assets and documents, Creation of the assets and models were a
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balance of hard work and analyzation. Most of the assets created were uncomplicated and were
not visually demanding. However, when it came to the characters, there were complications
because of the topology. The proponent encountered problems during the rigging stages of the
Post-Production
For Animation. The project was more focused on the visuals of the environment next to
the visual aspects of the characters and followed by the cinematography. The researcher had to
make sure that the overall looks of the animation was visually appealing in regards to the
standards of the viewers. There were complications that were encountered during the stages of
animation such as the process of rendering distant objects such as the background itself. The sky
texture had to be manually painted on that was close to the visual identity of the style of Low-
Poly.
For VR. The gallery will showcase the process of creating Low-Poly assets seen from
the two films. The gallery will act as a mini gallery. Much of the story animations were all
rendered in MP4/H264 format and then showcased inside the gallery itself. The starting point of
the player character will be placed on the Low-Poly version of MPH1 and from there the player
character will work their way into the gallery of the project with both of the films galleries
Much of the floor plan was sketched first, then outlined the final output in a black
Cartolina and then processed through blender where a floorplan was created that followed the
outline of the sketch. The floorplan had to undergo two revisions since slight changes around the
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project were made that affected the gallery. After rendering in 3D, the proponent imported the
file to UNITY engine and from there, Materials of the objects were then assigned manually
Recommendations
For Future proponents who are interested in this topic, these individuals should be highly aware
that Low-Poly is not very specific when it comes to the level of detail. Any type of object or
model placed in a scenario that consists of hard-lined edges represented in a pattern may be
variations of Low-Poly through the use of VR technology which is to enhance the experience of
the user.
Technical Approach:
A. Asset Creation. For this project, the artist used Blender as his main software both in
modeling and animating since this is where the artist felt most comfortable. Future
proponents should be aware that Autodesk Maya is mostly the chosen software of the
industry and should be advised that this is what they should use if they are to pursue 3D
Modeling/Animation as their career choices although they are free to choose whichever
they prefer. When it comes to asset creation, depending on how the scenes will be created
and on what program it will be used, it is best advised to separate all assets in different
files rather than modeling all assets in one scene. Although modeling all assets in one
scene is more time efficient, it can sometimes be an inconvenience when it comes to the
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performance of the hardware the proponent is using especially since there are many
B. Rendering. Rendering the assets should not be a problem since Low-Poly reduces render
time and render resources. The artist rendered his piece through different sets of
computers each with an assigned separate scene of the story. By then, each computer
Creative Process:
A. Story-telling. For future researchers who will be focusing on the storytelling and visual
narrative, plan ahead and specify on what type of message the story will bring. be as ideal
as possible, especially for beginner animators. When it comes to planning, limit the
amount of characters that are to be added since more characters equals more assets to
animate equals more workload. This of course depends on the story you are going to
develop, where the project is heading and how much time is given for the development of
the project. The proponent should know that if they are to create an animation within the
REFERENCES
Patel, (2015, June 5) Differences between High Poly vs Low Poly 3D models, retrieved
3d-models-348cab56e82e
Caoimh, (2016, October 30) Advantages & disadvantages of the low poly style in game
disadvantages-of-the-low-poly-style-in-game-design
Schneider, (2014, September 15) comprehensive history of Low-Poly art, retrieved July
Gittins, (2013, September 23) How to get the low-poly look, retrieved July 30, 2018,
from https://www.webdesignerdepot.com/2013/09/how-to-get-the-low-poly-look/
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Walsh, (2015, July 1) The “Just for Kids” Excuse: Analyzing Animation in Modern
entertainment
Mcleod, (2017) Kolb's Learning Styles and Experiential Learning Cycle, retrieved
Cherry, (2018, June 15) Experiential Learning Theory of David Kolb, retrieved July 25,
APPENDICES
Appendix A
Appendix B
Production
Appendix C
(References or pegs?)
Appendix D
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Final Project
Exhibit
Appendix E
Marketing Collaterals
Website