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<BOARD RULES>
[ /agdg/ | Vidya Porn | Hentai Games | Retro Vidya | Contact ]

File: 9f93cd78152717b⋯.png (655.83 KB, 782x367, 782:367, ClipboardImage.png)

11052f No.14587657

Is this artstyle now the 3D equivalent of "pixelshit"?

986df7 No.14587669

Yes, nu-polygons are only used by failed western indie faggots and chinks.


456801 No.14587694

File: 34963c827dfdd5c⋯.png (1.3 MB, 1200x675, 16:9, ClipboardImage.png)

File: 3c2491ac13215b7⋯.png (2.24 MB, 1920x1200, 8:5, ClipboardImage.png)

>tfw we went straight past glorious low res textures, unfiltered textures, low poly to smooth shaded flats

>the only place to get that rich saturn/ps1 experience is those platforms or quake maps


cb7cae No.14587707

>>14587694

How do you even create grainy low-res textures like that? Do you manually fill in every pixel, or do you first draw some high-resolution textures and then downscale them?


57b13e No.14587722

File: 005af2c6ed1d1d2⋯.png (1.09 MB, 1024x768, 4:3, ClipboardImage.png)

>>14587694

Just released in Quaddicted. It looks so nice.

>>14587707

I'm pretty sure it's the first one.


b1a3fc No.14587724

>>14587707

Why not both? First downscale, and then edit.


a75e52 No.14587725

>>14587707

Probably with a low res graphics program.


c8d5c9 No.14587730

reddit.com/r/lowpoly

Click it. I dare you. I double dog dare you motherfucker.


456801 No.14587737

>>14587707

it's just pixel art. then you tell the game/gpu/whatever to not do any filtering. the n64 has games that look super blurry because all the games are filtered with bilinear filtering. Textures were made this way in every 3D n64, PS1 and Saturn game, helps the game have a sharp look like it's pixel art but on 3D assets. Because the textures were so low resolution (16x16, 32x32, and 64x64 max usually) each pixel needs to be carefully considered and helps build a very impactful look.

>>14587722

gorgeous. I'm playing DM4 jam.


b1a3fc No.14587743

>>14587730

>linking on reddit

cuckchan.org/r/v

Click it. I dare you. I double dog dare you motherfucker.


11052f No.14587755

File: 2a07564b966c77b⋯.png (209.56 KB, 1024x768, 4:3, ClipboardImage.png)


8098f9 No.14587766

Yeah and it has been for years.


456801 No.14587768

File: 9940b1abbab66d3⋯.png (1.47 MB, 1200x675, 16:9, ClipboardImage.png)

File: 3af89965229ffeb⋯.png (1.46 MB, 1024x768, 4:3, ClipboardImage.png)

File: 6ae6bd1715bc845⋯.png (1.46 MB, 1200x675, 16:9, ClipboardImage.png)

File: f4c4551bbbff56f⋯.png (1.49 MB, 1200x675, 16:9, ClipboardImage.png)


a75e52 No.14587771

File: 10a4da59cf25b73⋯.jpg (196.75 KB, 1920x1080, 16:9, i3jhm3xh52o01.jpg)

File: b6f22e2b0cd8c7b⋯.jpg (234.06 KB, 1920x1080, 16:9, ij6mlj8y94o01.jpg)

File: 326078cf23bd02d⋯.jpg (65.47 KB, 612x612, 1:1, p1vKxZVHwjlBiy3CB-3DdG6fiI….jpg)

File: 6ecdc7ff660f48b⋯.png (588.83 KB, 1628x1629, 1628:1629, t3_87ij4o.png)

File: 733258c757a8c26⋯.png (2.99 MB, 1920x1920, 1:1, t3_88k1sv.png)

>>14587730

It contained exactly what I have expected. Ever noticed how fucking predictable plebbit is?

>>14587743

<typing like plebbit


39882f No.14587789

>>14587657

It doesn't look pretty but it's probably used to save performance.


986df7 No.14587790

>>14587771

How do they not see how badly that all clashes? At first I thought it looked fine, but then I looked away from the buildings to everything else. How can you have several light sources but no shadows outside of the trees and ground?


11052f No.14587801

>>14587789

>save performance

What's the performance loss from 128x128 textures and smooth shading going to be on an average computer in current year?


a75e52 No.14587851

>>14587790

They probably have no idea how old games did it and left the heavy lifting to the 3D modeling studio.

>>14587789

That's a bullshit argument for a butt ugly art style. Do you know how they used to save performance? By not not modeling the face at all and just slap a face texture onto it. This is how Metal Gear solid got its puppet theater charm. The faces of the warriors on the other hand are fulled modeled They also look creepy just like the models in Alone in the Dark 2. That's the look they are actually going for. The look of a primitive game that computed all its models in software with almost no textures. It had to look like that so it could be ran on a 386Dx with 4 Mb RAM which CPU had a clock speed of 40Mhz and a at maximum 100 MB hard disk. It looked weird in 1991 and looks like shit in 2018.


61a64b No.14587882

>>14587771

It's not that bad.


a75e52 No.14587901

Another thing;

Textured models emerged around 1995 when everyone was switching to Intel Pentiums and AMD K6s a clockspeed of 100 MHz and up to 16 MB RAM attached to them. 32 if the person who built that machine went full retard. Graphics card weren't that widespread either and actually a luxury item.Up until 2000, most things in vidya still weren't round. That was actually a exclusive feature of id Tech 3 and Quake 3. Even there faces weren't full modeled. That cancer style is a product of dicking around with recent technology.

>>14587882

Its missing the point and looks off.


72a46f No.14587918

>>14587901

Yeah I played some games in the 90s and stuff like wheels and balls looked weird. They couldn't into spheres back then.


d14690 No.14587955

File: 359d3296cc230cf⋯.jpg (24.36 KB, 592x640, 37:40, 359d3296cc230cf1024f350fbb….jpg)

>>14587771

>>14587657

>Instead of advancing procedural textures this shit is now the trend

Fucking hell… In one hand it is pointless to have a super detailed model if you aim for a Red Alert 1/Tiberian Dawn resolution were some sprites have a resolution of 48x48 give or take. But that is not the case, instead they make shitty games in that style.


57b13e No.14587969

>>14587768

If I can program and make Quake mods, I'd make one where the map is getting filled with lava, poison and you have to keep getting to the top or else you die.

That idea's been used before, isn't it


b75ce5 No.14587973

File: ebf3fe606cfc9f3⋯.png (121.02 KB, 637x818, 637:818, Red_King_Angry.png)

File: 51489cecbbbd96d⋯.jpg (238.83 KB, 1290x803, 1290:803, Homepage_Blog_Hero_03.jpg)

File: ac9d6f45f9861e5⋯.png (392.77 KB, 512x512, 1:1, 81voU6eK9ZL.png)

File: 0ae9fcf00ebfc8e⋯.jpg (77.02 KB, 1280x720, 16:9, maxresdefault.jpg)

No, this is.

All four are different games, one is AAA. Guess which one.


a75e52 No.14587993

>>14587969

If I am not mistaken some autist made that for Duke 3D.

>>14587973

The fourth one. I am so sick of the cheap looking Cartoon style. Everything looks like a shit CGI cartoon.


456801 No.14588004

>>14587969

kind of but also not really. I don't think the escape sequence is a common idea in quake, usually the levels are about distinct challenges gating you from keys which gate you from the next challenge. the closest I can think of is an incredible level called nyarlathotep which was one of the first maps to use the new BSP2 format which allows for dramatically increased limits in map size and detail. The map is a low gravity map which requires you to use slopes and explosives to launch yourself up a massive, fleshy column with blood misting everywhere in the empty space of the level. It's extremely challenging and a ton of fun. If I could describe how Quake works, it's kind of like dark souls where you cautiously adventure into places filled with traps and dangerous monsters carefully placed in each room and the equipment you're expected to have is equally carefully placed throughout the stage to evoke a specific type of play from the player.

>>14587993

I blame world of warcraft for it


39882f No.14588006

>>14587801

>>14587851

Polycounts impact performance though.


16471d No.14588025

>>14587771

>>14587657

It's exactly what it is, it's a travesty to actual well made low poly 3D models just like pixelshit is a travesty to actual well made pixel art.

But what do we call this low effort, point missed failed attempt at low poly, shitpoly, lowshit? None really describe it well…

>>14587973

Those are just retarded fails at cartoony sylization, has nothing to do with 3D models.


d14690 No.14588030

>>14587973

I like it how the second image the dude eye looks more detailed then his beard which looks like it is made out of a unknown cream, the same is true for the first image.


a75e52 No.14588069

YouTube embed. Click thumbnail to play.

>>14588006

Then why not a bitmap model craze then. After all models just cost performance. I remind you again: The style comes straight from a primitive first attempt at 3D modeling humans named Alone in the Dark and has nothing to do with the how games looked like back then. Its a dogshit style pushed by dogshit people.

>>14588025

How about block shit? Its block shit where block turds punch each other with their block hands. Thank god they have stuffed the indie gaming scene into an oven and backed that fucker alive and then swamped Steam with way too many games. Otherwise we would have dozens of threads about some numale masturbating his wing wang off to something that looks even worse than Stunts.


f21ef4 No.14588088

>>14587657

>2000

>"I wonder how video games will look like in 2020! I'm sure they'll be photo-realistic by then"

>2020

>video games are cartoonish polygons and pixel shit that that tries to emulate 20th century games


b9ae7c No.14588117

>>14587993

>I am so sick of the cheap looking Cartoon style. Everything looks like a shit CGI cartoon.

The style can very. All 4 of those are designed more comedic but there are some examples where a more serious look works as well. In any case, I appreciate the simple graphics that don't look like muddy shit and don't overstep the capabilities of either the artists or the hardware. In other words I'm perfectly fine with "CGI Cartoon" graphics indefinitely, just as long as they are appropriately designed ones.


bcaff1 No.14588144

>>14587657

Nostalgia is a hell of a drug and, when mixed with hipster ideologies, becomes a deadly poison to progress.

>Can't embed hooktube

Anyways link related. It looks pretty awful.

https://hooktube.com/watch?v=IKvDypy1Mrw&


10196f No.14588169

File: 786ab5b68fc1426⋯.gif (1.75 MB, 550x309, 550:309, stop this.gif)

It truly is time for nuclear genocide.


7cdd31 No.14588183

>>14588088

Photo-realistic graphics are far more trouble than they're worth. You can spend years trying to perfect a super-high-detail photo-realistic model in a game, but one tiny little glitch or imperfection and you drop to the most horrible depths of the uncanny valley, never to return. Making good-looking cartoonish graphics is probably a better idea.


f21ef4 No.14588205

>>14588183

>nu-polygons

>good looking

no


67468d No.14588208

File: 04555be95486288⋯.jpg (82.67 KB, 1250x781, 1250:781, o8tebvvahs401.jpg)

File: f4711c6db4e5582⋯.jpg (241.25 KB, 1920x1080, 16:9, marine-coiffard-coiffard-m….jpg)

Yeah,absolver used these meme artstyle too and it was worse for it. I wish they'd atleast got it right and made it look more like the concept art.


a75e52 No.14588248

>>14588144

https://archive.li/0Mxy6

The game still mentions the Wii-U that although Nintendo has butchered the Wii shop. This game is never ever going to come out. Even if it does, it go under on the stagnant trash filled Steam Shop.

>>14588183

I don't ask for photo realism. I ask for a style that doesn't look cheap. The cartoon style everyone uses looks cheap. Photo realistic graphics are ditched, because the workforce available are insane hacks and second and most importantly, people aren't willing to spend money on expensive new Graphic cards that are now able to solve obscure problems the common normalfag doesn't give a shit about.


bcaff1 No.14588285

>>14588248

>This game is never ever going to come out. Even if it does, it go under on the stagnant trash filled Steam Shop.

Oh well that explains that. I had been playing valhalla and saw it mentioned as a "cult classic". Good to see at least one of these trashfire games is dead.


505bc6 No.14588288

>>14587771

How is any of this shit low poly?


26d999 No.14588323

>>14587707

Its pretty easy to just apply noise filters for that sort of shit. Cartooney/colorful graphics are actually harder to do well since its easier to fake detail than it is to have no detail and still make it look good.


a75e52 No.14588334

>>14588288

Ask Plebbit, not me. I don't know what kind of ham fisted standard they use.

>>14588285

>Cult classic

If a hipster lame or TiG-source is telling you that, it usually means

<made by another circle jerker from our community :^)

Trust me, I sifted through TiGsource for 5 years to get free games. They all hang around on the same forum and touch each other's dongs all day.


f00785 No.14588336

File: aef485683a10c2e⋯.jpg (9.05 KB, 300x300, 1:1, 1521675948264.jpg)

For a second there I thought that this was a new runscape game


b65454 No.14588337

>>14587707

It's just touched up noise.


7cdd31 No.14588347

>>14588205

>>14588248

I did not say that I think the current cartoon trends looked good. I'm talking something closer to pre-update TF2 or Furi, only higher definition.


720bf5 No.14588361

>>14587657

7 months on Blender


8fc227 No.14588368

File: 5625601e3f3386d⋯.jpg (132.25 KB, 679x679, 1:1, 5625601e3f3386dc7b3134d0ba….jpg)

>>14587694

i hear you man. those images are what video games should look like


48dbf1 No.14588391

>>14587851

>That's the look they are actually going for.

And they're failing horribly at it, this isn't even a good facsimile of proper low poly work, it's just flat shaded trash.


10906e No.14588399

File: 83899fb723c79ef⋯.jpg (16.03 KB, 260x298, 130:149, 06b01623db0b58525242354353….jpg)

>bother to go through the "effort" making a le retro looking game

>just slap modern post processing effects on it anyway


e88ec9 No.14588409

>>14587657

Wasnt the thing about low poly overcoming the limitations of it by using some good textures?


a75e52 No.14588414

>>14588391

Yup. This is what I am saying for the entire thread.


10906e No.14588420

>>14588409

And not hogging resources, providing a unique look while focusing on the gameplay. They still don't do that yet though.


48dbf1 No.14588430

File: 8d030140dec781e⋯.png (80.73 KB, 975x390, 5:2, ClipboardImage.png)

>>14588025

How about just nugons? It would probably fly over most of their heads.


7f9e32 No.14588623

>>14587973

Fourth one is clearly Knack.


2f407c No.14592477

>>14588399

Welcome to the current year


99b01a No.14592519

YouTube embed. Click thumbnail to play.

>>14587969

>That idea's been used before, isn't it

One of the addons for Quake II actually uses this idea. It's a secret level in stroggs caves. You enter the level and suddenly lava starts rising, everything explodes, stupid stroggs try to shoot you and you try to ignore them to get higher leaving them to burn. Actually very fun map.


23a402 No.14593398

>>14588025

I'm partial to "plastineshit" since it reminds me of an awful clay knockoff.


4ff0ca No.14593413

>it's intentional!

>i'm not a shitty artist dammit whyyyyyyy


2928a4 No.14593461

>>14588430

Does anyone else see a Jew rubbing his hands together in that image?


10906e No.14593477

>>14592519

There's a Half Life one like this too with Robotnik throwing shit at you.


0de184 No.14593529

>>14588025

as a modeler myself, I would call them Low-Qwoly's.


ade0d7 No.14593640

File: d00610cb438f314⋯.jpg (36.47 KB, 533x622, 533:622, d00610cb438f3144146356b0ff….jpg)

>>14593529

Holy shit, I do.


3ea52b No.14593690

>>14587694

Sonic Riders: Zero Gravity did this just fine as well!


1f5104 No.14593738

File: f6b818b88aa71f5⋯.png (512.11 KB, 1250x700, 25:14, quake-texture-1.png)

File: 1ba169c4efa0379⋯.gif (1.62 MB, 500x309, 500:309, this is what actually tryi….gif)

File: 6b88b4bd73302df⋯.jpg (172.76 KB, 420x341, 420:341, demonscrest1.jpg)

>>14587707

>How do you even create grainy low-res textures like that?

Talent. The irony is, vidya artists tried their best to make shit look good with the limited resources they had back in the 90's. Now with essentially unlimited resources, indie dev subhumans make terrible art with the least effort possible with the excuse that it's "retro". Despite looking fucking nothing like anything from the 90's. They would have been laughed at and blacklisted from the industry if they had tried to pull that shit back then.


57b13e No.14593744

>>14593477

>Half Life

Woah hold on. Can you name this mod?


437803 No.14593778

>>14588208

But Absolver looks good. It's not a beautiful or stunning artstyle, but it's solid and distinct.


35f030 No.14593799

>>14587973

Did a bara artist design the fourth one?


10906e No.14593808

>>14593744

Did a bit of looking up and it's called Breakfree 2. Technically a Sven Co-op map but close enough I guess.


c39f23 No.14593827

File: 6e3ada8ad3a0bd2⋯.jpg (11.65 KB, 250x187, 250:187, Money for nothing.jpg)

File: b6575a5661604ce⋯.png (245.35 KB, 500x357, 500:357, uniboobandsilvershitlocks.png)

>>14587657

A few more years of indie devs and we will be past money for nothing milestone and in to the reboot uniboob era.


fbbe9e No.14593832

File: 162778f27888fb3⋯.png (42.3 KB, 255x143, 255:143, anton and coolpecker logo.png)

File: c4c0311006d0bc6⋯.gif (451.21 KB, 512x400, 32:25, coolpecker_swimming.gif)

>>14588025

before looking at the OP image I was going to defend low poly because doing low poly, even badly is much harder than doing sprites of any quality but you're absolutely right, it misses the point of low poly completely, it fails to use textures to create detail, it fails to save resources and most importantly it fails to look like old games to begin with.

even /v/'s failed projects look vastly superior


7d46bf No.14593843

YouTube embed. Click thumbnail to play.

>>14593827

Did someone say ReBoot?


35f030 No.14593845

>>14593827

Her uniboob is a result of network censorship. They censored the weirdest things.


c39f23 No.14593850

>>14593843

May you die in a fire of your own creation. >>14593845

wonder if Orchid's polygons had any influence.


e687f0 No.14593858

File: 3155ed47b7433ea⋯.png (12.21 KB, 500x250, 2:1, Oekaki.png)

It depends. Technically if those aren't prefabs, or at the very least don't appear to be, and the issue with pixel shit is a lack of appreciation for the medium, you know, things like not predrafting your art before pixelizing the assets

Not using a simple color pallete.

Volumetric lighting.

Jesus christ no more volumetric lighting in pixel games, it looks like aidscancer

You can do flatcolor polygons and not look like shit

Hell one of the most iconic characters in gaming history was flat colored except for 3 textures.

And those were shoelaces backspots and irises Something that personally I hate about the remake because activision fucked up and put shitty fur textures all over him and tanked the framerate of the game with wasteful videoeffects and clutter


7f9e32 No.14593882

File: ea352ebc3992884⋯.png (92.78 KB, 505x379, 505:379, 1432840648594.png)

>>14593832

>failed project

==I-IT'S STILL BEING WORKED ON!== right?


7f9e32 No.14593888

File: 369800ab13b666e⋯.png (46.33 KB, 569x571, 569:571, 1434498870433.png)

>>14593882

>I still fucked up the redtext

>after four years of shitposting here


fbbe9e No.14593899

File: 10f4f603c1897e5⋯.png (13.4 KB, 516x554, 258:277, sweating coolpecker.png)

>>14593882

>was part of the project

>made zero real contribution

>too embarrassed to crawl back, even if one barely productive fag is better than zero


e60bd3 No.14593902

File: 9bf460782efa385⋯.webm (234.04 KB, 512x288, 16:9, trips.webm)

>>14593888

You got some consolation trips though.


6cb518 No.14593937

>>14593843

Megabyte is actually pretty cool and is a main character. The only reason to watch the show. Bob, Dot, and Enzo don't show up until the last episode and the graphics are arguably worse than Season 1, definitely worse than Seasons 3 and 4. No other old characters appear, but the show heavily implies the old stuff is still canon so hopefully when the second half of the season comes out it will focus on that more. Graphics are still shit though.


2b2701 No.14593962

>>14593882

>>14593832

>failed

It is still under development

The devs have daytime jobs, so progress is slow


b2b67c No.14593982

>>14593882

Yeah, we have team meetings every week. The project is a bit messy since it's passed through so many hands but its making steady progress.

>>14593899

Get back here so we can bully you.


c39f23 No.14594001

File: 7c07f9592311224⋯.png (Spoiler Image, 32.53 KB, 500x250, 2:1, ridleyfap.png)

>>14593962

>It is still under development

>The devs have daytime jobs, so progress is slow

Sounds like they need more high level autists.


69abfb No.14594115

File: 5c4913e3ad7557c⋯.png (244.24 KB, 600x423, 200:141, vs1.png)

File: cdf7bd95c20c1d7⋯.jpg (9.08 KB, 236x177, 4:3, vs2.jpg)

File: c926f586c77766e⋯.gif (156.54 KB, 500x282, 250:141, vs3.gif)

>>14587771

>that shit

>low poly

>meanwhile Vagrant Story has even less polys, while still looking better than any of these combined


437803 No.14594121

>>14594115

That looks way fucking worse than anything in the previous post.


fbbe9e No.14594238

File: 4bc275866959bbe⋯.jpg (25.39 KB, 228x275, 228:275, kloinor.jpg)

File: f0d7b0caf03777b⋯.jpg (2.95 KB, 125x113, 125:113, haggord.jpg)

File: f55e4d04c23889a⋯.jpg (132.84 KB, 702x519, 234:173, half_life_lod1.jpg)

File: ee7e0e71d7b10e2⋯.png (4.22 MB, 2366x1246, 169:89, half_life_now_on_wii.png)

posting classic bad models.

>>14594121

you are objectively incorrect you uncultured mongrel.


437803 No.14594252

>>14594238

It's important to have a clear aesthetic. The textures look like garbled fucking messes.


69abfb No.14594310

File: eeaf06958e1a347⋯.jpg (136.13 KB, 1280x720, 16:9, maxresdefault.jpg)

>>14594252

>The textures look like garbled fucking messes.

lol


293d2d No.14594348

>>14593845

they initially came up with a desired boob size, decided that the censors likely would never let it slide, and then fed them a dummy graphic with F cups. The censors then unwittingly made them tone it down to their original intended size.

I'm not aware of the monoboob rule per se, as Mouse, adult AndrAIa, Hexadecimal, and Daemon all had distinct tits, and sometimes cleavage


565086 No.14594351

File: 2729fe3243acd9c⋯.gif (3.91 MB, 270x263, 270:263, 2729fe3243acd9c11ec81678c5….gif)

>>14588336

>Tfw I loved the middle ground between OSRS era runescape and current RS3 before EOC, I believe that period was called RSHD

>2011 Runescape will never come back

>OSRS is full of Twitch faggots and not the same feeling at all

>Current RS is fucked beyond repair by EoC

>Runescape is dead for good and at this point nothing can save it


6cb518 No.14594367

>>14594348

American network ABC cancelled ReBoot near the end of Season 2, when the network was bought by Disney (meaning it was pre-disney ABC censoring everything). Starting with Season 3, ReBoot was only on Canadian network YTV, and this was in the days when Canada was actually less pozzed than the US. It was the ABC censors, not the YTV censors, censoring everything, so starting in Season 3, all the females were allowed to have boobs, and they were allowed to do much darker stories.


293d2d No.14594421

File: 026da714ef993ed⋯.jpg (77.25 KB, 953x525, 953:525, interstate-76_intro_2[1].jpg)

File: f18eb6d4568f7f2⋯.jpg (30.77 KB, 620x300, 31:15, interstate765[1].jpg)

File: b8277f6fb8cb569⋯.jpg (19.69 KB, 400x300, 4:3, i76[1].jpg)

meanwhile, in 1997


8a2014 No.14595420

>>14587657

Those are low poly assets from the Unity store largely for prototyping games….

While I'm sure there are some games that use that crap. Sometimes you do actually just need some placeholders.


168566 No.14595508

>>14587771

>first one and last one

Are those mobile game? I swear I saw that type of style on mobile and was better


43849b No.14595514

File: 0b452fc65db91b1⋯.png (1.63 KB, 256x256, 1:1, Qpalette.png)

>>14587755

Christ on a bike. If it was actually a game, they'd have made the apples a sprite. Quake used them for things like the blobby lights, and particle effects were used for blood and explosions. Similarly SM64 used plenty of 2D assets (scuttlebugs, trees) in addition to models (goombas, blocks). What worked best for what in other words.

>>14587707

I wouldn't even be able to explain the black magic at play to make old game assets because it's not just the low-res, but the need to fit into Quake's palette of 256 colours, same as with Doom. Quake naturally trends towards the duller colours with some exceptions. Those screenshots are from a source port but even vanilla Quake looks pretty exceptional for its time, and the devs clearly showed care with the art side of it.

Incidentally how does it work with Hexen II? It's derived from the Quake engine, but does it have the same limitations?


46bf5e No.14595600

File: 4e3aeacf08e6dc3⋯.png (25.19 KB, 400x310, 40:31, 3298_3.png)

>>14594421

And in 1993.


c62a63 No.14595603

File: 9c94ca38b57c281⋯.png (17.85 KB, 578x317, 578:317, .png)

>>14588430

All of those are made of triangles on the inside. Quads and N-gons simply haven't explicitly defined where the triangles are connected (for example the quad could be split diagonally in 2 possible ways), and some forms of shading will blend the triangles differently in that case. If you rotate the model you can see the triangle's edges though.

Quads are useful for modeling and animation, because a model made with quads in mind is more likely to animate into different shapes properly than if you modeled it with triangles in mind. N-gons aren't really useful and you should avoid having them as far as I know.


b548f2 No.14595648

File: e4ac70d7441d18a⋯.jpg (125.47 KB, 700x490, 10:7, indie vidya.jpg)

>>14587657

Yes

>2011-13

>"We want low poly because the PS1 and N64 were good" - anonymous x 1000

>nothing for a long time

>2016

>"lelelelele epic low poly narwhal bacon xD" - rickandmortyfan, 632 points, based on a 4chan screencap that he saw once

>devs drink from the toilet instead of the faucet and get right to work on what the market wants

>2017-18

>everything is open world and "retro" artstyle


d357fd No.14595671

File: adfe3b9b3fa6696⋯.jpg (121.4 KB, 776x1054, 388:527, c70430dd5bf404bc7dd73ba5b1….jpg)

>>14587657

>Low poly art is back

>Completely missed the point of having good textures to compensate

Why am I not surprised


6e13e2 No.14595712

File: 16e00d64ed140be⋯.png (4.76 MB, 2048x1356, 512:339, ClipboardImage.png)

The thing that pisses me off the most is calling low-poly and pixelart "retro". It's a mark of either dishonest marketeer or ignorant retard that just doesn't care. Style can be retro, a technique can not. Just because paint was invented thousands years ago you wouldn't call pic related retro, it's so fucking simple and obvious but people make this mistake with digital art constantly.

But I guess it's just like with the RPG acronym. It doesn't mean "role playing game" it means "game where you level up n shit".

Same with "retro" - it means "an art style where there's big pixels if it's 2d or big polygons if it's 3d (no textures allowed)". That's the official definition of the word "retro" now.


f4b3be No.14595713

>>14587694

Notice the key difference between these and the low poly indie garbage flooding the market?

It's the complexity of design. If you made both examples have the exact same poly counts and textures, the quake maps still would be several cuts above solely because their design actually took fucking effort


fbbe9e No.14596133

File: 5f13316892ec6d2⋯.jpg (66.93 KB, 1024x768, 4:3, SH_konami_burger.jpg)

File: 343cdae6a93c10b⋯.gif (817.87 KB, 500x377, 500:377, harry.gif)

>>14594252

you're forgetting they're meant to be played in motion, on CRTs, at low resolutions, with this vertex rounding thing that the PS1 had that made models jiggle a little bit, further emphasizing movement.


f7ec4d No.14596189

File: 685f177414bd07c⋯.webm (443.19 KB, 854x480, 427:240, brb killing myself.webm)

>>14587730

>double dog dare

dare denied, killing myself


f7ec4d No.14596192

File: 4dbd86a21f5a57e⋯.jpg (320.83 KB, 620x998, 310:499, Bowser dapper.jpg)

>>14593799

no, this is something a Bara artist would design.


f7ec4d No.14596194

File: 823a2adef8c2bf2⋯.webm (7.87 MB, 640x464, 40:29, ReBoot_concept_artist.webm)

>>14594348

>>14593845

>>14593827

she had a hell of a lot of cleavage in one episode where she was Elvira.


fbbe9e No.14596205

>>14593982

>Get back here so we can bully you.

fuck forgot to reply to this.

sure, post e-mail.


4aeccb No.14602197

>>14587657

At least it isn't pretend voxels


11052f No.14602392

File: 764155562e8450c⋯.png (530.27 KB, 800x600, 4:3, ClipboardImage.png)

File: dec8a70cf2a9d75⋯.png (30.51 KB, 1340x970, 134:97, ClipboardImage.png)

>>14595671

>>14595713

I think the worst part being that the character design looks as if it was done by some numale sipping on his soy latte while he strokes his ironic beard and laughs about masculinity being a "cage".

Why can't we have good, badass, character design?


11052f No.14602409

>>14595420

Didn't know that. I saw this picture on a page for a GameJolt game and I noticed that the artstyle itself has been becoming more common lately.


805ff3 No.14602538

File: 451a0337b54eeef⋯.jpg (72.36 KB, 960x960, 1:1, OiRCi6h.jpg)


f49075 No.14602688

File: 9c41b7f5ee94246⋯.jpeg (160.65 KB, 800x600, 4:3, suikoden2_p2.jpeg)

>>14593738

Theres a reason why Suikoden art from 1998 looks better than any indie trash from 2018.

Professional artists have skills and cost money.


10906e No.14602763

>>14602688

I bet you these indie fucks are paid more than artists from older games.


129882 No.14602849

And what is this?


5c1cc8 No.14602856

>is lowpolyshit equivalent to pixelshit

>111 replies

I don't have words.


b0e0e8 No.14602874

File: 61f5e0ab663af4e⋯.jpg (85.18 KB, 640x640, 1:1, 6fa91a31619180707dfc7896d4….jpg)

It's because low cost options like blender don't have an easy smoothing option. Not that you consumer faggots would know, you'll never even attempt making a game. People who don't know how shit works shouldnt talk.


129882 No.14602887

>>14602874

If you make something, make it properly. Making games nowadays isn't that hard from the technical point of view, by the way.


93f00b No.14602899

File: ba7c01ce570b6bb⋯.png (1.06 MB, 1000x1000, 1:1, DBZ FREEZER.png)

>>14602856

>enter thread on discussion board and denigrate posters for having a discussion


b0e0e8 No.14602904

>>14602887

>Don't use an artstyle I don't like because you cant afford better software.

>Making games nowadays isn't that hard from the technical point of view

What the fuck does that even mean?


47b204 No.14602909

>>14587771

>Not using Sprites for grass or at most a single polygon with a grass texture

>Actually fucking modeling the grass blades individually

>Using like 10 triangles for each piece of grass

>Low Poly

This is some kind of joke, isn't it?


b0e0e8 No.14602928

>>14602909

No, it's an "art piece" that someone made because it looks cool. Why is everyone retarded?


129882 No.14602933

>>14602904

That means you can make whatever you made up with if you have talented people. You have almost no limitations but you still whine "Aaa, that stupid Blender is bad, so we had to make the graphics ugly in our game!!11"


10906e No.14602937

>>14602874

>blaming your incompetence on the software

Found the soyim.


b0e0e8 No.14602943

>>14602933

>an make whatever you made up with

sure but has anyone ever been as far as to go want do more look like?


3e03be No.14602966

>>14588030

I always get the sensation with that hair modelling style that eyebrows are turds if they are brown. Second image shows exactly what I mean.


47b204 No.14602967

>>14602928

Low Poly is an inherent restriction though. It carries with it certain rules. This image may be "low Poly" compared with some crazy AAA game but honestly with this grass (among other things) it's pretty damn bloated.

If it's just supposed to look nice they should just say "Here's a pirate cove I modeled" instead of adding the condition "Low Poly" to make it seem more impressive. My autism will not abide such an egregious waste of resources.


986df7 No.14602978

>>14602538

These are high poly, they're just hugely inefficient.


3e03be No.14602988

>>14588409

Indeed, textures are generally the easiest thing because memory is cheap. I remember when Half Life 2 first came out I was thunderstruck because the environment textures looked the exact same as Half Life 1 in terms of quality and I didn't give a single shit about their facial expressions.


ab97c1 No.14603002

HookTube embed. Click on thumbnail to play.

What about those fakes ps1 game horro channels that keep popping up? vid related


47b204 No.14603013

>>14603002

Petscop sure was popular


00bc3b No.14603019

>>14602909

Those grasses triggered my autism too, along with the fire and the wooden boxes/house.

>>14603002

Those seem to mimic the low-poly/texture limitations of the time much more accurately.

Check out Yo Noid 2:

https://dustinbragg.itch.io/yo-noid-was-ahead-of-its-time

Playable fake PS1 game that nails it pretty well.


4444ad No.14603047

File: 67748f166d9e9d7⋯.png (430.93 KB, 1280x720, 16:9, another world.png)

>>14587657

this isn't what i had in mind when i wished pixel artists would make an effort to look more 16bit like


5c1cc8 No.14603083

>>14602856

There's no discussion from OP's post, but this kinda thread always derail somewhere, in this case aesthetic analysis or something. I'm just pointing out that OP didn't even instigate a discussion it's literally a rhetorical question. Admit it, our testosterone just finds an excuse to engage in aggressive arguing, this post itself being a prime example, people will find debate even in tautologies and this always impresses me somehow.


11052f No.14603088

>>14602874

You most certainly can smooth-shade models in Blender and in low-cost programs. What the fuck, anon.


00bc3b No.14603093

>>14603047

Funny thing:

The first time saw this game I legit thought it was a pretentious indie game with shitty art, but with was just visionary shit art ahead of it's time.


5c1cc8 No.14603102

>>14603083

Wtf i quoted myself, sorry m8. >>14602899


b0e0e8 No.14603127

>>14603088

3dsmax has a really nice smoothing groups feature where you can choose your edges and how they get smoothed for maximum aesthetics.

Blender just has SMOOTH or NO SMOOTH. There's no finesse. Causing shadows to show up in stupid places that you don't want them.


1b8931 No.14603276

>>14587973

The last one with the 3 dudes is Knack for ps4


40e304 No.14603317

>>14602392

>while he strokes his ironic beard

i'm surprised we still haven't seen half-shaved beards (like problem hair) yet


10906e No.14603337

>>14603317

There was an episode of that Family Guy looking Scooby Doo, whatever it was called, that had a pirate ghost with that. That was probably the cutoff point for any hipster faggot ever daring to go with it even ironically.


928ad0 No.14603595

>>14602909

I can tell you that no mind of "low poly artist" has ever been visited by a thought "do I need that polygon, or can be that done with a texture?".


720dcd No.14603618

Why is this shit even a thing? It was fine back in the day, because those were the technical limitations of the time, but today there's no excuse for it.


b2b67c No.14603688

File: 365ad5be6486bd9⋯.png (191.7 KB, 605x627, 55:57, ClipboardImage.png)

File: abaf022c3a047c5⋯.png (13.63 KB, 275x190, 55:38, ClipboardImage.png)

>>14602874

>>14603127

>low cost options like blender don't have an easy smoothing option

No you dumb nigger.


437803 No.14603885

>>14596133

But the pictures you posted aren't balls ugly because they didn't over-do the textures. They were aware that the game could only look a certain level of good because of the limitations of the models, and didn't try to force it to look high quality. The textures in silent hill are just enough to let you know what something is and understand that it's worn down/dirty, and when needs to have something important the game has a still matte painting that looks really good.


4df84f No.14605036

>>14593827

I remember when Money for Nothing characters made a cameo.

>>14593843

<Rebooted as a shitty Power Rangers copy.


fbbe9e No.14613089

>>14596205

>>14593982

please respond


c35308 No.14613115

File: 32357a24ef51034⋯.png (264.2 KB, 720x1280, 9:16, Screenshot_20180408-172501.png)


5259b9 No.14613132

>>14613115

Friendly reminder: you can use little convenient app called Dashchan to browse various imageboards, it's way better than regular browser.

https://github.com/Mishiranu/Dashchan


2a2309 No.14613133

File: 859fd215c1203d6⋯.png (357.85 KB, 1290x803, 1290:803, Jolly pointer.png)

>>14587973

What's he pointing at /v/?


31f68f No.14613141

>implying lefty-devs can into 3D


fbfe6b No.14613179

File: a841920058f5844⋯.jpg (31.82 KB, 425x516, 425:516, d5917bf737a47e8ec520891472….jpg)

>>14613133 (checked)

Hes pointing to those delicious dubs.


5259b9 No.14613197

File: 187508b62b21717⋯.jpg (245.8 KB, 1000x622, 500:311, LowPoly_Quake.jpg)

>>14613133

Maybe at this?


37e01f No.14613236

File: 8003ea32e7b756c⋯.gif (4.16 MB, 1100x753, 1100:753, low poly.gif)


5259b9 No.14613251

>>14613236

That's clever.


86490c No.14613347

File: 63d33e3a8c64cff⋯.jpg (106.04 KB, 960x540, 16:9, be3115ca4ac37e321e787bdb37….jpg)

File: 4f5052bbced0f8f⋯.jpg (118.3 KB, 953x540, 953:540, Saving_private_ryan.jpg)

File: c655f9fc04c817d⋯.jpg (261.1 KB, 1430x1071, 1430:1071, b2WXx.jpg)


758c2c No.14613390

>>14587657

This is pretty good for programmer art


b57991 No.14613422

>>14613347

That third one though,classic.


942be0 No.14613485

File: 555d4310df134e6⋯.jpeg (228.99 KB, 1195x786, 1195:786, we got im.jpeg)


942be0 No.14613569

File: 43c967bb0827afa⋯.jpg (53.12 KB, 496x476, 124:119, kiddo.jpg)

File: ea3dc30b7f92092⋯.jpg (150.98 KB, 1024x664, 128:83, shitty k dubs.jpg)

File: 025e769b0c3a22a⋯.png (1.62 MB, 1920x816, 40:17, still dubs.png)

File: 6448d6fc0b3804a⋯.jpg (720.66 KB, 1600x1200, 4:3, gotcha bitch.jpg)

File: 05a4df32ec41709⋯.jpg (305.5 KB, 1366x765, 1366:765, mfw lodsemone lmaoing at g….jpg)


a8c7f7 No.14613594

>polyshit


86490c No.14613608

File: b471b4411d7569d⋯.jpg (31.34 KB, 480x360, 4:3, hqdefault.jpg)

File: 369984356ba3f18⋯.jpg (238.64 KB, 1358x722, 679:361, 1508371247712.jpg)


2a2309 No.14613633

File: d003d3dda3dc9a8⋯.png (193.78 KB, 640x480, 4:3, vlcsnap-2018-01-20-22h13m3….png)

>>14613608

>1st image


4a0677 No.14613638

>>14587657

>>14587755

>>14602909

>Not using Sprites for grass or at most a single polygon with a grass texture

>grass texture

>texture

This lazy indie bullshit actively avoids textures, relying entirely on lighting engines to prevent everything from becoming monochrome blobs. It's fucking disgraceful.

Hurr, I'm just gonna make my game out of basic shapes made of solid colors! That's my art design!


69141c No.14613825

File: 28122b04d30f5de⋯.png (442.31 KB, 640x480, 4:3, KillMe.png)

I really don't know anymore.


10906e No.14613829

>>14613638

"Misshapen, colored blobs" probably describes everything and everyone they know so it's not exactly out of the ordinary.


f581c5 No.14613903

File: 1a5a8b7a59aaab8⋯.png (108.02 KB, 246x299, 246:299, 1a5a8b7a59aaab8143176d9604….png)

>>14587657

Yeah. It's used by the people who can't really into 3D modelling. It's super easy to do because you just have to block in the general shapes, soften them and then reduce the number of polygons and you basically get that result. When it was first used, the style was interesting because lighting and shaders were getting better so the lazy 3D piggy-backed on those and provided an interesting aesthetic result. However, it's been copied so much that it's simply become the lazy dev's choice of "style". At this point, it no longer even looks like a style choice, it's just babby's first low budget game cause you can't pay for a proper 3D modeler… choice.

>>14587771

>pic1 - pretty good

>pic2 - too bright and low-effort (looks like general low-poly stuff)

>pic3 - shit

>pic4 - babby's first 3D attempt

>pic5 - lazy. the computer screen in the 3D software on the computer is turned off and the poster isn't in the same, low-poly style.

>>14602909

The grass wasn't modeled individually. In fact, even the palm leaves weren't. It's been done via some kind of cloner/multiply modifier. The grass blades are probably all part of the same object just multiplied via some tool like I mentioned above and then have another modifier thrown onto them that randomizes the direction and general distance to a specified degree. It's been a few years since I've done 3D but this was child's play even back then.


369148 No.14613961

File: 2fb60142f67d17b⋯.jpg (30.67 KB, 533x350, 533:350, Image_31[1].jpg)

>>14587789

Thats why you use normal maps.

You bake the details of a high poly mesh onto the low poly mesh that the game uses.

It looks like something worthwhile and does not perform like shit.


d51d0f No.14613981

>>14613961

Normalmaps can look jarring sometimes.


0b203b No.14624157

>>14587657

Looks like it.


85fc97 No.14625825

>>14613608

Fucking cucked.


0d4b6f No.14625860

Yes.

>>14587669

This sums all.


7035e2 No.14626013

File: d663d5b9d333451⋯.gif (2.42 MB, 582x391, 582:391, Future cop.gif)

File: 0f6f1f33cc9a96f⋯.gif (298.54 KB, 500x448, 125:112, SB.gif)

>>14613638

>Hurr, I'm just gonna make my game out of basic shapes made of solid colors! That's my art design!

I have never read such a perfectly succinct summary of their mindset.

It's positively offensive how little effort they put into these things when you look at games from the PSX era - Future Cop, Silent Bomber, Warzone 2100(though I'll concede with it's now open source nature there's probably a lot of sharper texture packs) and so many more relative unknowns that still look far better, that show far more love and effort put into their texture work as opposed to these lazy flat colours.


3418fd No.14626145

>>14603093

>doesn't know Another World

>thinks it's indieshit

>still shits on its art

It's tryhards like this that bring down the level of discussion. Rest assured this retard spends his time giving lessons about game theory and retrogaming.


bb0baa No.14628868

The funniest thing about all this gay nu-poly shit is it runs like complete garbage despite looking worse




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