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/vr/ - Retro Games


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2125601 No.2125601[DELETED]  [Reply] [Original]

>retro 2d game everywhere

Why is retro 3D not a thing?

>> No.2125607

>>2125601
Because retro 3d was pretty damn awful no matter what kind of artistic style you chose.

>> No.2125634
File: 96 KB, 616x652, Bahamut.png [View same] [iqdb] [saucenao] [google]
2125634

>>2125607
pretty much. I'll say that I like some of the 3d models in FF7, and I mean it, but if the game didn't have all those pre-rendered graphics everywhere, It'd be a fugly game.

Likewise, I enjoy Unreal and Turok 2 because they are really comfy shooters, but if the music were removed, the graphics would have to carry all that atmosphere, and they likely couldn't.

The best that can be said about pre-2003 3d is that it is "functional".

>> No.2125636

1)Harder to make than 2D Games[at least for untalented devs], with 3D, you have to model, texture, render, animate and add lighting/shaders to 90% of everythin
2)Nobody has ideas that could be done well in the 3D side
3)Nobody would give a shit if someone makes a low poly game that looks great, plays great and being retro 3D becuase of idiots, retro=NES graphics that look frankensprited out of Megaman games

>> No.2125641

>>2125636
>harder to make than 2d

This is the opposite of true. [good]Animation is really hard.

>> No.2125649

>>2125641
>Animation is really hard
Unless you are trying to make SNK-Tier of spritework, animating 2D sprites isn't that hard.

>> No.2125675

Retro 3D looks like shit. 8-bit sprites can be made to look artistic. Retro 3D is just aged as fuck no matter what you do. Your game will just have bad graphics. Going for retro 3D graphics will just not pay off aesthetically, you're better off going for simple modern cartoonish graphics.

>> No.2125678

>>2125601

because you spend more time whining about there not being threads than you do making threads

>> No.2125680

>>2125649
I was assuming that one was trying to make a quality, product, yes. Even in drawing, though, creating a detailed sprite is way harder than creating a 3d model. That's why towards the end of the 90s, they started rendering 3d models and turning them into sprites.

I guess if you boil it down to the most basic, garbage graphics, a couple of pixels in a 2d sprite that barely moves, it is easier to make that, hence many "indie" games.

But in terms of making a quality product, 3d is way easier.

>> No.2125683
File: 1020 KB, 1280x432, 6.png [View same] [iqdb] [saucenao] [google]
2125683

>>2125634
>3D wasn't good looking until 2003

For the PS2, maybe. The GameCube actually had hardware (courtesy of IBM and AMD) that could make smooth surfaces instead of lanky boxes like the GTA games.

>> No.2125696
File: 363 KB, 780x1024, tumblr_m2flvlFPv91rtf2oqo1_1280.jpg [View same] [iqdb] [saucenao] [google]
2125696

fuck each and every one of you

pic definitely related

>> No.2125698

>>2125601
What game is that?

>> No.2125702

>>2125698
bushido blade bitch nigga

>> No.2125709

>>2125696
I bet you thought the FMV sequences in FF7 were rendered in realtime.

>> No.2125714
File: 11 KB, 236x236, 3734d639cb1eaa165cb9a0f7e33d3130.jpg [View same] [iqdb] [saucenao] [google]
2125714

>>2125696
>sony's commercials for their consoles had absolutely nothing to do with VIDEO GAMES
>the first console for a majority of /v/ would be either the PS1 or the PS2
>this is the reason why almost all /v/ discussion is off topic and not about VIDEO GAMES

This can't be a coincidence.

>> No.2125718

You could probably get away with something that looks like Rez even today, or something else that gives untextured polys the same treatment that Geometry Wars gives to vector graphics. The Tron look, basically.

>> No.2125732
File: 200 KB, 800x440, 2_Leaving16_Large.jpg [View same] [iqdb] [saucenao] [google]
2125732

Well, I am planning to make a Zelda-like game with OoT-tier graphic.

>> No.2125736

>>2125601

Because it takes effort.

Low poly high res models look god tier, but are difficult to make.

>> No.2125741

>>2125696

didn't know submissive bitchboys was such a marketable demographic; how perceptive of sony.

>> No.2125760

>>2125702
Thanks 2pac!

>> No.2125773
File: 46 KB, 512x384, Twisted_Metal_2_-_21[1].jpg [View same] [iqdb] [saucenao] [google]
2125773

Pretty damn awful, huh? Dumping.

>> No.2125775
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2125775

>>2125773

>> No.2125784
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2125784

>>2125775

>> No.2125789
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2125789

>>2125784

>> No.2125792
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2125792

>>2125789

>> No.2125794
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2125794

>>2125792

>> No.2125798
File: 315 KB, 1024x768, 1382668520704.jpg [View same] [iqdb] [saucenao] [google]
2125798

>>2125775
vs is a great looking game with an aesthetic that proves OP's silly points wrong

>> No.2125804

>>2125798
by op i meant >>2125607

d'oh

>> No.2125816
File: 36 KB, 639x427, spyro3_7.jpg [View same] [iqdb] [saucenao] [google]
2125816

>>2125798
It's really exceptional but there are lots of AAA games on Playstation, home of the most primitive of all major, successful 3D hardware.

I bet there's some PCfag that would be perfectly capable of dumping some amazing Glide games too.

>> No.2125818
File: 64 KB, 600x402, deathtrap-dungeon.jpg [View same] [iqdb] [saucenao] [google]
2125818

>>2125741

>> No.2125820

>>2125680
>That's why towards the end of the 90s, they started rendering 3d models and turning them into sprites.

No, they did that because Donkey Kong Country started a fad.

For making a sprite you basically have to be able to draw good, and don't mind drawing a shit load of animation frames.

3d animation is totally different and opens up a new dimension worth of can of worms. I've tried it before and I can barely figure out controls in 3d modelling apps, let alone manage to animate something.

>> No.2125824
File: 34 KB, 640x390, image.jpg [View same] [iqdb] [saucenao] [google]
2125824

Just like early 2D, early 3D is crude and unrefined.

>> No.2125827

>>2125718
>You could probably get away with something that looks like Rez even today, or something else that gives untextured polys the same treatment that Geometry Wars gives to vector graphics. The Tron look, basically.

Yeah, you can. Take a look at Exception for example:
https://www.youtube.com/watch?v=HnwMM1-WR78

It was a physics/gravity simulator demo turned into a shmup, it has literally zero art work involved, not a single texture, everything is just random objects made up of cubes... that break down to other cubes that you can push around to damage stuff. Also great level design, rotating gravity, tricky bosses, and a whole heap of subtle programming jokes. Oh, and super advanced netplay and replay system.

It was so popular that it got an arcade release by Success, and the author later made a free MMO version (basically an arena-like duke-it-out version, with game modes like Horde, CTF, and so on).

>> No.2125829
File: 54 KB, 640x480, Carmageddon_(MS-DOS).png [View same] [iqdb] [saucenao] [google]
2125829

>>2125601
Well, it's actually quite a thing when it doesn't involve humanoids/complex characters.

>> No.2125839
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2125839

>>2125714

>off topic and not about VIDEO GAMES.

Funny, neither is your post.

>>2125798

It really depends, early 3D had genres that it work well with (racing for example) and quickly replaced sprites. 5th gen systems just weren't very good visually but they had new gameplay experiences that no one had before so people were willing to put up with the visual downgrades.

>> No.2125850

>>2125829
>posting a pic from the censored version

eeew

>> No.2125857

>>2125824
Yeah but early 3D games are still better than early 2D games.

>> No.2125909
File: 103 KB, 1118x835, mm.jpg [View same] [iqdb] [saucenao] [google]
2125909

>>2125798
This.

Most of the early 3d games looked like garbage, sure. But good art direction in the form of smart palette choices, effective minimalism and a realistic scope for the technology of the time resulted in some amazing looking games.

The Zelda and Rare games on n64 pull this off especially well considering the graphical limitations of the system. Megaman Legends is also an incredible looking game for the ps1,

In my opinion these games stand really well against later 6th/7th gen games on the virtue of their art direction alone.

>> No.2125918
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2125918

Retro 3D is really hard to come by, which is a shame, because usually it's done really well. Ironically, retro 2D usually looks awful where everything's just a jumbled mess of oversized pixels, like Fez.

>> No.2125942

>>2125820
Take a random PC game from the late 90s, and chances are it used pre-rendered graphics. This was done for reasons that had nothing to do with DKC.

>> No.2125960
File: 586 KB, 1920x1440, 2453391-rave+racer+1.jpg [View same] [iqdb] [saucenao] [google]
2125960

yeeeeeeha!

so ugly

>> No.2125965
File: 142 KB, 1920x1080, Screenshot 2014-04-26 22.14.20.png [View same] [iqdb] [saucenao] [google]
2125965

>>2125820
I actually thought 3D modeling was pretty simple when you learned the basics, at least from an academic standpoint. I first learned on Quake 1 though, and while my models weren't great, they were at least functional and had animation frames.

I don't think modern 3D games use that style though, on Quake you had several "positions" (frames) of where the model would be during an animation and there was no interpolation of the frames to give a smooth effect. Quake eventually got interpolation, but I'm not sure if future 3D games worked the same way.

For anyone interested in learning 3D modeling for Quake (It's a lot of fun contrary to what you might think), check out Priest's tutorial here (http://tomeofpreach.wordpress.com/qexpo-tutorial/)), developed from his speech at Qexpo 2006.

>> No.2125976
File: 2 KB, 169x67, Fo1_Combat_Shotgun.png [View same] [iqdb] [saucenao] [google]
2125976

>>2125965
Now, the artistic part is the hard bit -- you actually have to be able to visualize and stuff, which sadly I don't have.