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/vr/ - Retro Games


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6330258 No.6330258 [Reply] [Original]

Got into an argument with a friend - he says that modern 3d programs aren't capable of making pre-rendered scenes like this, and that's why there's no 90's revival games.

is he right? or retarded?

>> No.6330262

>>6330258
he gets it

>> No.6330271

>>6330258
He's right.

>> No.6330280
File: 239 KB, 2560x1440, XFEB_M.jpg [View same] [iqdb] [saucenao] [google]
6330280

>>6330258
retarded

>> No.6330313

he sounds pretty based

>> No.6330320
File: 242 KB, 840x448, photography-behind-the-scenes.jpg [View same] [iqdb] [saucenao] [google]
6330320

>>6330258
i explained this before regarding 3d games that it's not the graphics engines, it's not the way the lighting calculations are done etc., it's the difference between a meticulously artistically posed, composed, framed lit and shot scene, vs a free camera. Here attached is an example where both shots have the same 'number of light bounces' same pathtracing procedure, same reflection calculations, etc.
But since you mention modern '3d programs' it's not really clear what you're asking about when it comes to '90s revival games' do you mean new games with still, pre-rendered scenes? There's nothing stopping someone doing that, you can use older type rendering if you want

>> No.6330325

>>6330320
> new games with still, pre-rendered scenes

Yeah I should've been more specific. He claims that the rendering software is too old and that the "mood" can't be properly replicated.

>> No.6330327 [DELETED] 

>>6330325
you still aren't being specific, do you mean still backgrounds or moving around? jeez

>> No.6330329

>>6330327
Still

>> No.6330336

>>6330280
https://www.youtube.com/watch?v=GZVHPzFohGU&feature=youtu.be

That's incredible. I'd love to see how the creator was able to nail the low-res 3d and rendered backgrounds so accurately.

>> No.6330345

You can still get that look in most modern programs. Hell, beginner Blender projects usually look like that before people learn how to fix their materials and use ambient lighting instead of just sticking a bunch of lamps all over the place.

>> No.6330358

>>6330258
He's retarded. Most people don't want to go for this style even though it is achievable because it looks extremely amateurish.

>> No.6330364

>>6330262
>>6330271
Idiotic cunts.

>> No.6330386

>>6330258
Why prerender? Put up a static camera, some JPEG trees in the background, throw a shitton of sharpen filter on and you're done.

>> No.6330448

>>6330258
Is that barrow hill? That game is from 2006

>> No.6330480

>>6330258
Your friend's name is R.E. Tarded.

>> No.6331862

>>6330448
huh. wonder what he was using in 06 to make this

>> No.6331867

>>6330325

thats pretty vauge

I mean prerendered background are just a static image... why would that be impossible now when it was possible then?

>> No.6332384

>>6331867
>prerendered background are just a static image
Wrong. It can be video too like in Fear Effect.

>> No.6332387

>>6330258
Do you mean in real time?

>> No.6332471
File: 76 KB, 650x450, LinearRendering-Infinite3DHeadScan.jpg [View same] [iqdb] [saucenao] [google]
6332471

>>6330258
>>6330280
A large portion of the old pre-rendered look probably be attributed to incorrect gamma compensation. Pretty much all old games were like this, but the fidelity was just too low to create that uncanny aesthetic.

>> No.6332509

>>6330258
Your friend is retarded.

>> No.6332529

>>6330258
The reason it's not done is not because it's not possible but because there's no reason to do it that way anymore as you can just use real-time 3D and have dynamic camera angles and shit.
Retards.

>> No.6332543

>>6332471
are you thinking guy who told me to change the lighting to gamma in my unity project in a dev thread on /vg/? this was a few weeks ago. pls respond

>> No.6332608

>>6330262
>>6330271
>>6330258
This scene could easily be recreated on the source engine.

>> No.6332891

>>6330258
>>6330325
Reproducing the look of old systems with tricks and custom shaders is kind of my speciality, and I don't see anything anything in that image you couldn't do with standard renderers/filtering.

There is something to the "mood" of older games which stems from the slower tools making things take ten times as long:--artists spend more time invested in a process when it's harder and make more deliberate creative decisions as a result.

Newer rendering tech or features which were available on 3D workstations but not the target hardware also tend to be overexaggerated because people thought it was impressive (and devs were occasionally spending millions of dollars on those systems and wanted their money's worth) where modern artists would use a more nuanced touch instinctively.

>> No.6333629

>>6332543
Unity on /vg/? Probably not, but I have given advice on gamma correction in other contexts.

>> No.6334003

>>6330325
I mean, your friend is, in one sense, correct. There is a certain zeitgeist to any era, no matter when it is, that will affect how things are done in that era. If you go back to the 90s, not only is technology different, but so too are sensibilities, social, political, and artistic among others. You also have to recognize that rather than trying to target a "style", those artists in the 90s were trying their damndest to make believable, realistic scenes, using what we now regard as primitive technology. What we consider a "target" was really just their compromise.

That's why, to really appreciate what they were doing, you would need to get their hardware, their software, and like, surround yourself in mid-90s culture, to understand their position and their goals and aspirations. It isn't really the same to go back and try to make what they were making as if it were the end goal and not just the best they could do at the time. If anything, to emulate the 90s artists, simply try and be your best as well.

Now that said, I consider my statements above to be somewhat semantic. You can achieve the same results as they did back in the day. In fact, those renders are considered piss poor shit by modern standards, and in fact, would amount more to doing it wrong than doing it right. That said, it is fully possible to do this stuff still. The reason you don't see it much is that, besides the nostalgia worshippers viewing these pics through rose-tinted glasses, not many people actually like old renders like this, and will point out that they are the definition of amateur work in today's capabilities.

It's kind of like coming on /gd/ and asking what happened to GeoCities style web sites. It can still be done, but no one would do it because it is amateur crap, and the only ones that would claim to like it are those who feel nostalgia for a bygone era of their life.

>> No.6335227

>>6334003
Yeah but his friend didn't say any of that stuff; he said "modern 3d programs aren't capable", you blatantly pseudointellectual fuck

>> No.6335240

>>6330258
Wrong

>> No.6337572
File: 387 KB, 1288x754, ss_985dd35c523f65d191d3b1ff43032b834e30cfbd.1920x1080.jpg [View same] [iqdb] [saucenao] [google]
6337572

>>6330258