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>> No.5108231 [View]
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5108231

>>5108124
Even if you add parallax mapping to a flat surface, nothing will change because nothing will actually "stick" out of the wall, and any bump effects will get culled by the visual edge of the surface.
Many people tried to make it work, but it simply doesen't. IF you know of the example to the opposite, please share it with us

Even with tesselation which would ACTUALLY change the visual representation of geometry you still gonna get uncanny valey effect because the level geometry itself will remain simple, so it will still be a straight wall with some things sticking out of it or being sunk in, and that efects still can't be too pronounced because they have no actual physics applied to them

Here's a thing visual designers for any game have to consider: consistency in visual fidelity, i.e. every element of the scene must be of about the same complexity, or it will stick out like a sore thumb
you can see this in the efforts of amature mappers where they put in some extra-detailed decoration effort into some area then slack off in a nearby area - it will result in a clash
Same with texture res/object complexity. An extreme example: putting photo-realistic face on a low-poly head Golden-eye style would never look good, no matter what people say
Doom and any other low-fi maps are the same - any kind of texture replacement or a shader trick would NOT add any detail to the environment, only to the flat surfaces, and the surfaces themselves would still remain flat for any practical purpose, which would result in exactly same kind of clash

Most people who can ignore it are the ones that don't pay attention to the environment as a whole, only picking up on separate details, but not on how they go together.
Others just cant help but notice.

Only anime/cartoon-styles like Megaman Legends can get away with it, but anime faces are already visually flat in anime itself, and flat-shaded styles tend to alleviate the clash due to being inherently obviously unnatural

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