[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games

Search:


View post   

>> No.2845618 [View]
File: 63 KB, 550x900, 1449278497682.jpg [View same] [iqdb] [saucenao] [google]
2845618

>>2845521
In my opinion, hi-res textures only go well if it fits the definition of the polygons it goes on.

The original Doom levels all had relatively simple and straight-forward geometry.
Applying hi-res textures onto that looks really awkward.

Minecraft is based on graphical simplicity, but when you put a super hi-res texture pack on it, a lot of it looks weird and unappealing, the spider now has photorealistic, crystal-clear textures, but the model definition is still boxes, it looks weird.

Look at a game like Quake, Half-Life or Morrowind, they have relatively blocky and jagged models, with not a whole lot of faces, you can put really high res textures on them, but it will look really off.
Or hell, even simpler, Wolfenstein 3D, imagine that with 512x texture photo-realistic walls, and the enemies are now huge images made from digitized actors, but they still have the same number of frames, they still have the same number of rotations, they still animate at the same speed as before. You need more than just a high resolution.

You really need to have the geometry to match if you're going to use hi-res textures, or it'll look cheap, like illustrated here: >>2845525

You can have hi-res models and hi-res textures, and you can have low-res models and low-res textures, but you can't really mix the two without it looking out of place and half-assed.

At least, that's my opinion.

Navigation
View posts[+24][+48][+96]