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/vr/ - Retro Games


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File: 69 KB, 640x480, 3_1.jpg [View same] [iqdb] [saucenao] [google]
5844769 No.5844769 [Reply] [Original]

fuck polygons, I prefer a million times actors in 2d, preferably photorealistic, a little funny in appearance, but I have jumped from the chair more times than a lot of walking polygons. Now, in times like today, how much do you think a 2d video game with digitally sprites in Hi-Res photographed could come in?

>> No.5844772

Is English not your first language?

Also, have you played Ion Fury?

>> No.5844806

>>5844769
Powerslave is my FPS-fu.

>> No.5844809

>>5844769
powerslave is kino

>> No.5844847
File: 43 KB, 600x448, pwrsl.jpg [View same] [iqdb] [saucenao] [google]
5844847

>>5844769
TELL ME WHY I HAD TO BE A POWERSLAVE

>> No.5845023 [DELETED] 

Saturn version > PSX version > DOS version

>> No.5845026

>>5845023
no

>> No.5845027

>>5844847
Saw the Somewhere Back in Time tour.

Awesome shit.

>> No.5845143

>>5844769
>photorealistic
Your example is none of that(or any of the other BUILD game safe for TekWar in places). Both texture and sprites work is highly stylized.

I still hope for some port beside that canceled PowerSlaveEX thingy.
I really like the setting.

>> No.5845451

>>5844769
What game is that?

>> No.5845489

>>5845451
POWERSLAVE - title literally taken from IM album because developers liked it.
https://www.youtube.com/watch?v=V4U07_4rvbM

>> No.5845491

yeah... to this day I find more satisfying killing sprites. I suppose the death animation does it for me but the ragdoll helps a bit.
It's about time we dig holes in enemies already with bits of meat flying around like rambo 4

>> No.5845504

>>5845491
If you mean showing dynamic damage on models and even fragmentation, that is possible for quite some time.

>> No.5845539
File: 17 KB, 220x165, 220px-Witchaven_gameplay[1].jpg [View same] [iqdb] [saucenao] [google]
5845539

>>5844769
Photorealistic? Games that used digitized photos (such as Capstone's Witchaven and Tekwar) looked like complete shit. The best looking games used pure pixel art (eg. Heretic/Hexen) or digitized models (eg. Doom, Blood).

>> No.5845558

>>5845539
Your opinion. I like digitized graphics. They just need a lot of cleanup.

>> No.5845645

>>5845143
in RR, the environments had a photorealistic element.
the characters looked more like claymation, though.

>> No.5845686

>>5845645
All RR characters are 3D Studio renderings, as are many of the elements in the textures. I wouldn't call the style realistic, but at least its pretty consistent. Leagues beyond the stuff in TekWar or Witchaven.

>> No.5845703

Digitized graphics in high resolution would suck.
What made this kind of art work in the past is that the resolution was small enough to hide how cheap and goofy the costumes were, or how the actors were just the programmers in silly costumes.

>> No.5845714
File: 20 KB, 640x360, mortal-kombat-3-making-of.jpg [View same] [iqdb] [saucenao] [google]
5845714

>>5845703
>Kung Lao wants to know your location

>> No.5845750
File: 15 KB, 312x169, they literally didn't even know what a uv map was.png [View same] [iqdb] [saucenao] [google]
5845750

Neither style is inherently better or worse than the other; it really just comes down to how competent the artist is. Like... yes, Blood looked fantastic and Quake looked like dogshit, but that's not BECAUSE one used sprites and the other used polys. It's because one developer had good sprite artists and the other developer had bad 3d artists (sorry, true).

>> No.5845765

>>5845750
All further comments from you will be regarded as bullshit. Were you even out of your dads balls in 1996?

>> No.5845773
File: 10 KB, 250x257, 130413364.jpg [View same] [iqdb] [saucenao] [google]
5845773

>>5845750
>being this much of a retard

>> No.5845774

>>5845539
Hey man, don't lump Witchaven's art in with fuckin Tekwar's. It might not have looked GOOD, but those goofy-ass claymation goblins had some heart. They're what elevated that game from "pure crap" to "jank as hell but at least somebody was trying".

>> No.5845779

>>5845750
that rotty looks awesome for low poly 3d are you retarded?

>> No.5845818

>>5845779
that's not a render of the rottweiler, that's its texture map. they textured it by just drawing it from two different angles and flat-projecting it onto the model. that's a lazy practice and wasteful of video memory in an era when you were lucky if your card had 2 whole megs to rub together. i knew better than that when i was a twelve year old with a cracked copy of milkshape3d making Gokus and Vegetas for counterstrike.

>> No.5845828

>>5845750
Quake was literally one of the very first true 3D games, you can't fault the artists completely for not understanding modelling perfectly.

>> No.5845875
File: 47 KB, 480x480, Exhumed_Powerslave_Sega-Saturn.jpg [View same] [iqdb] [saucenao] [google]
5845875

>>5845023
>Saturn version > PSX version > DOS version

Indeed.

>> No.5845904

>>5845828
They did understand it faggot.

>> No.5845940
File: 29 KB, 128x128, 1567026240204.png [View same] [iqdb] [saucenao] [google]
5845940

>>5845818
They are experts with a million seller game in their portfolios, you are some autist on the internet.

>> No.5845951

>>5845774
True, it was slightly better. The monsters I believe were 3D models rather than photos. But the weapons and most textures/props were photo-sourced and barely touched-up.

>> No.5845992

>>5845951
Witchaven used figures made from oil- and polymer-based modelling clay on stop motion armatures. Many of the weapons were indeed probs or toys and a lot of textures are sourced from photos taken by the same artist
/useless info

That's worth nothing, because Blood's enemies were also created as puppets, filmed on Betacam, digitized and then heavily touched up. It all comes down to how much time you want to invest.

>> No.5846020

>>5845992
Interesting, I assumed they were 3d models. Source?

>> No.5846028

>>5846020
Some usenet posts, some articles around the net if you search for it(witchaven+clay), I've also seen a picture of the procedure in a 1995 gaming magazine. Let me see if I can find that scan somewhere.

>> No.5847079

>>5844772
fuck furries

>> No.5847095

>>5845750
>Quake looked like dogshit
quake looked great compared to every other 3D game, the textures work is pretty good
the models are okay considering it was the artists first attempts at 3D and they had loads of problems getting them to work in engine
the skin frame method was basically a hack that they resorted to but fixed during Quake 2, with veteran Paul Steed

>> No.5847104
File: 99 KB, 662x488, 1giZ6dq.png [View same] [iqdb] [saucenao] [google]
5847104

>>5845774
I'd love to see a modern game with a claymation style with zbrush sculpted animation frames. but I imagine it would be a nightmare and require tons of normal maps

>> No.5847118

>>5845750
You would think this if you didn't realize all these games were played at 640x640 resolution. The pixelation was so severe that there was little difference between low polygon and Sprite. In the distance you would have an Imp comprised of a 10 pixel blob. Quake comparatively looked incredibly fluid and fucking scary as hell

>> No.5847120
File: 158 KB, 960x720, dsu1duv1wub31.jpg [View same] [iqdb] [saucenao] [google]
5847120

>>5847118
* 320 x 200 actually

>> No.5847146 [DELETED] 

>>5847104
Not really if you go the Zbrush / high poly route. Probably not even the extra work since small detail just disappear at these resolutions.

>> No.5847149

>>5847104
>normal maps
Not really if you go the Zbrush / high poly route. Probably not worth the extra work since small detail just disappear at these resolutions.

>> No.5847150

>>5847104
ugh, sprites from that shitty upscale project on the duke forums. adds absolutely nothing.

>> No.5847160
File: 133 KB, 339x296, 230114_908223010.png [View same] [iqdb] [saucenao] [google]
5847160

>>5845828
>Quake was literally one of the very first true 3D games

>> No.5847164
File: 111 KB, 640x480, kloki38_4dff2d1cd90f3.png [View same] [iqdb] [saucenao] [google]
5847164

>>5847149
I mean as a 3D game, using the high poly sculpts themselves would be a bad idea but baking them would be a nightmare
>>5847150
I just think they're neat, its not as if the original sprites were that good

>> No.5847174

>>5847164
They look worse. Just scaling x2 and smearing everything together is no improvement.

>> No.5847308

I know I'm alone with that opinion, but I like the PC version of Powerslave and both Witchavens. I just wish there was a way to fix some minor things in the later ones, like the gravity when I'm jumping. It feels like I'm on fucking Jupiter.

>> No.5847405

>>5847079
Fury, not furry.

>> No.5847653

>>5847079
based

>> No.5847669

>>5845539
DOOM's sprites were photographs of clay models

>> No.5847827
File: 125 KB, 640x480, tekwar-3.png [View same] [iqdb] [saucenao] [google]
5847827

>>5845539
Is Blood digitized? I thought it's 100% hand-drawn because it looks awesome. For me the ladder is
>1) Blood/Hexen/Doom
>2) Duke/Heretic
>3) Tekwar/Witchaven
But Tekwar had its charm (pic related). It's basically how I imagined the near future to look like as a kid. Skyscrapers, blue sky and a lot of greenery.

>>5847669
But heavily edited.
Original Doom monsters are perhaps the best, most iconic and carefully designed monsters in the history of gaming.

>> No.5847836

>>5847669
Imp and Caco were drawn by hand and doomguy, zombieman and shotgunguy share the same model(in parts) as source.

>> No.5847850
File: 81 KB, 1080x1350, 47581625_364605594367407_7323895621462237171_n.jpg [View same] [iqdb] [saucenao] [google]
5847850

>>5847827
Blood is digitized models of various materials. Here's the man himself.

>> No.5847860 [DELETED] 
File: 54 KB, 600x540, blood.jpg [View same] [iqdb] [saucenao] [google]
5847860

>>5847669
Blood used latex/fabric puppets with stop motion armatures as source for sprites

>> No.5847868
File: 54 KB, 600x540, blood.jpg [View same] [iqdb] [saucenao] [google]
5847868

>>5847827
Blood used latex/fabric puppets with stop motion armatures as source for sprites

Apparently they are all still complete and in storage.

>> No.5847879
File: 67 KB, 600x450, tchernobog.jpg [View same] [iqdb] [saucenao] [google]
5847879

>>5847827
"Kevin (Kilstrom) was a traditional artist and sculptor, with no 3D experience and we had no access to 3D tools. So we went old-school and put together a green-screen rig. Kevin either built or scanned nearly every sprite in the game and hand-drew and animated everything else."

>> No.5847908

>>5847827
>original doom monsters are perhaps the best, most iconic and carefully designed monsters in the history of gaming

>The Spiderdemon looks retarded and out of place, Kevin Cloud was a fucking retard for designing that shitty monster
>Pinky looks weird in some angles, like it has no abdominal area and crotch
>Arachnotron looks as retarded as the Spider Niggermind, plus it's frames are full of holes

Don't exaggerate, you fucking doomlet, your shitty game barely has decent monster designs, most are low effort shit made by hacks like Adrian Carmack and Cloud.

>> No.5847940

>>5847908
You need some good cream for that butthurt, mr nobody.

>> No.5847972

>>5844769
Man I loved Exhumed on my playstation...

>> No.5848004

>>5847104
hylics

>> No.5848020
File: 27 KB, 512x384, D1Up3HY.jpg [View same] [iqdb] [saucenao] [google]
5848020

Op here, sooo...I want to make a remake of a video game (maybe a different name for copyright). I am more related to the programs used by the DukeNukem game engine since it was my favorite in the early 2000s. I'm looking for recruits?

>> No.5848026

>>5847104
I feel the sudden urge to fire up sculptris and model some half melted clay goblinos

>> No.5848031

>>5848020

I have some experience in mapping for Build and sprite/texture creation.

>> No.5848043

>>5847868
That looks fucking great.

>>5847908
https://www.youtube.com/watch?v=FQ1fJbYhbVQ

>> No.5848048

>>5848031
good, how can I get in contact with you?

>> No.5848052

>>5848020
Using the Duke 3D codebase? See you when you have something up and running.

>> No.5848078
File: 206 KB, 984x1306, killing time.jpg [View same] [iqdb] [saucenao] [google]
5848078

>>5848052
something like that, I discovered it by accident when I was 13 playing the notepad (without realizing it I was programming changing parameters of enemies, lives, ammunition etc). Until 2005 I forgot and left everything. At that time I had managed to make a collection of sprites at the scale of ornaments, ammunition, items, keys, walls, floors of real photographs but after a sudden cardiac arrest of the hard disk I lost all information. Now I want to put on the returned ones and do it again. PIC of my video game mockup reboot.

>> No.5848081

>>5848020
Should probably post something you've created or the concept if you want to recruit talent. And might want to do it on a more traditional forum where you can easily make private contact.

>> No.5848096

>>5848081
Thanks, it sounds the most logical.

>> No.5848150

>>5845750
>filename

huh? what you posted awfully looks like an UV map
unconventional but it works

>> No.5848217

>>5847850
>>5847868
CRUDOX CRUO

>> No.5848883
File: 110 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
5848883

>>5844769

>> No.5849258

>>5847120
man, i wish computers still had ignition keys these days

>> No.5849442

>not gaming on Amid Evil

>> No.5850363

>>5849258
My first PC had a key and I can't for the life of me remember what purpose it served but it certainly didn't prevent you from turning the power on.

>> No.5852392

>>5847079
anon, you are so blind that you could have been the furry all along