How do you achieve a look like this? Been trying but it's not the same. Not on my work PC now so I can't show you, but as far as I know it looks like a simple diffuse shader with no reflections.
>>566550
Colors that contrast and pop more, the light blue on white doesnt pop like the examples bright red on white. All your colors kinda blend together and the bushes and trees look odly textured compared to the crisp cutoffs of all the shapes in example
flat shaders with shadows, AO, GI, and colour correction.
>>566578
comfy as fuck.
Once again, flat shading. And the last one is diorama effect.
https://github.com/guillaumechereau/goxel
It does close to that in real time.
Flat shading? Isn't that, well, flat? It doesn't have any shadows.
I don't think it's THAT simple, look well at the shadows and surfaces. It almost looks like there's some atmospheric fog/GI going on. The colors on some of the white walls are bluer than the colors on others. The shadow colors aren't uniform either. The insides of the rooms are also much darker than anywhere else, and appear to get darker as you go deeper into them. That and the darkness of some corners suggests some kind of occlusion shading going on. It's not incredible or anything but I'd also say this shading is far from "simple" unless your idea of "simple" is plugging a material into a renderer which does a lot of complicated things for you, but in any case things more complicated than dot product of normal and light vector are going on. I don't intend to sound demeaning there.
I'd agree it's probably not doing any reflections and generally does have simple specularity/highlight shading though.
>>566549
ambient occlusion.
i'm starting with 3d and saw some youtube tutorials that show how to do things like pic related
(i did using this tut:)
https://www.youtube.com/watch?v=Ix_E0JC_n1U&t=2102s:
>>566598
shadows usually form where you have a floor
but those type of assets dont
My cube.
>>566549
Big things:
GI
DoF
Color correction (increased mid tone contrast)
Vignette + grain
https://80.lv/articles/henric-montelius-overwatch-style-visuals-with-ue4/
Is this it?
>>566578
I would love a city building game like this
>>566624
no; you lighting is too realistic. That also doesn't look orthographic.
>>566648
I'm using an HDR, and Arnold can't use C4D's isometric camera for some reason, so I had to fake it.
>>566642
they already exist dude
its like the most comon style for them on apps
>>566649
The one in the OP has lighter shadows, probably has to do with curves or levels, aside from that the look is almost identical
>>566649
No rephlexions!
>>566642
you could try City Skylines anon
That is done in a tool called MagicaVoxel
>>566649
post link to the HDR you're using
Looks like color grading and ambient occlusion has a lot to do with it. Colors are mostly in the mids, there aren't any true blacks or whites to speak of.
>>566624
Almost, but the shadows are too dark and too diffusive. Reduce the spread and increase the brightness while softening the light.
>>567159
>>566555
this goy got it right! i used to do this in cinema 4d
flat shaders, gray shadows, ao, gi and finish in photoshop or aftereffects
In Blender this can be achieved with 2 hemis and AO.