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/vr/ - Retro Games

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>> No.7339092 [View]
File: 1.53 MB, 1420x1168, gallowmere.png [View same] [iqdb] [saucenao] [google]
7339092

>>7338924
I'm not sure where this notion of the CG work done in this period of time being encapsulated as "its own thing" (as also suggested here >>7338912) comes from.

It was just literally the state of the art at that time; the principles and technology that came afterwards are an evolution of it, and in turn the whole thing comes from principles that go as far back as the 70s . I think the most notable global shift, common ground-wise was phasing out NURBS curve-based surfaces in favor of mesh model-based Subdivision Surfaces, but that was already happening by the late 90s. I don't remember when the SIGGRAPH paper the Pixar people wrote about it was published, but I don't think it was much later than 1997.

All of the traits that define the look of these images are not a result of a radically different paradigm that was abandoned for a different path. It IS the same path, but waaaay further along.

>> No.4984741 [View]
File: 1.53 MB, 1420x1168, MapOfGallowmere.png [View same] [iqdb] [saucenao] [google]
4984741

Gallowmere. This is surely the one i have the fondest memories. Also i've passed tons of hours on this game, it's the first world map it came up to my mind along with the islands' maps of Monkey 1 and 2 and the three islands of Crash Bandicoot 1.

>> No.4551328 [View]
File: 1.53 MB, 1420x1168, medievil.png [View same] [iqdb] [saucenao] [google]
4551328

Saw this in a neighbouring map thread and immediately thought that this would've ben an awesome intermission map for a 32-level Heretic campaign (the map would scroll along as player progresses)

>> No.4551168 [View]
File: 1.53 MB, 1420x1168, Medievil.png [View same] [iqdb] [saucenao] [google]
4551168

Do non-jrpg's count?

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