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/vr/ - Retro Games


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7016315 No.7016315 [Reply] [Original]

Comfy low poly

>> No.7016321
File: 3.93 MB, 720x720, d8q1ady-05fc592c-0a39-443a-9fd3-3fe803620370.gif [View same] [iqdb] [saucenao] [google]
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>> No.7016331
File: 2.91 MB, 1280x960, 1573098286551.webm [View same] [iqdb] [saucenao] [google]
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>> No.7016348
File: 1.36 MB, 1900x937, Sonic the Fighters.jpg [View same] [iqdb] [saucenao] [google]
7016348

>> No.7016471 [SPOILER] 
File: 83 KB, 1920x1080, 1603427528323.png [View same] [iqdb] [saucenao] [google]
7016471

>> No.7016526

>>7016348
Seeing this makes me wish that Sega was a competent company in the mid 90's and could've made a serious Sonoc game for the Saturn

>> No.7016543

>>7016526
That said, X-Treme looked like it was shaping up to be a travesty. Sometimes I wish I could've been the right age, at the right time and right place to have helped create the first 3D Sonic game that didn't suck. But as we all know, life has a way of working out in ways you dont necessarily want or expect.

>> No.7016557
File: 1.29 MB, 3677x888, 1f6e8da11e7f804cccc9816b423cd94c094506815c4159935ff465987149db4d.jpg [View same] [iqdb] [saucenao] [google]
7016557

Does 6th gen still count as low poly?

>> No.7016563

>>7016557
no you dumbass

>> No.7016597
File: 2.58 MB, 960x720, popntanks.webm [View same] [iqdb] [saucenao] [google]
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>>7016557
Are you a simpleton?

>> No.7016698
File: 1.95 MB, 500x466, goe_Yae.gif [View same] [iqdb] [saucenao] [google]
7016698

>> No.7016734

>>7016315
Phone posting this as a tip to anybody looking to make 3D models in this style biggest secret that took forever for a smooth brain like me to realize is that when you render these graphics one of the things that makes them look the way they do is that they are Unlit/Shadeless. Everybody talks about having low pixel count textures and little anti-aliasing and 1000 other things but your nodels will never get that Mega Man Legends look if you dont use a Unlit/Shadeless texture.

>> No.7016743

>>7016315
>future belle delphine cosplay

>> No.7016841

>>7016557
Nah, but that is really comfy

>> No.7016858
File: 133 KB, 500x698, Perfect Dark.jpg [View same] [iqdb] [saucenao] [google]
7016858

>>7016331
>>7016698
Love both of these games, super comfy.

>> No.7016956

>>7016698
This gif has more frames than the entire game

>> No.7016957

>>7016557
I wouldn't call that low poly. Looks fucking good though.

>> No.7016963

>>7016698
Best game of 5th gen.

>> No.7017168

>>7016597
I've never heard of this, is it good?
The tanks went right the same way the ones in Metal Slug did with all this wobbling around and I'm loving it.

>> No.7017406
File: 3.89 MB, 739x353, g5nYAqP.gif [View same] [iqdb] [saucenao] [google]
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>> No.7017431
File: 1.13 MB, 469x320, Robot Ponkottsu 64.gif [View same] [iqdb] [saucenao] [google]
7017431

>>7016315
Wasn't there another toy robot fighting game for the n64 where you got to make your own robot?

>> No.7017441
File: 691 KB, 950x720, 1583573969793.png [View same] [iqdb] [saucenao] [google]
7017441

>>7017431
Custom Robo?

>> No.7017443

>>7017431
Custom Robo?

>> No.7017451

>>7017441
Thank you anon! I've been looking for it all morning.

>> No.7017454

>>7016963
Not even the best game in its series on the same system.

>> No.7017461

>>7016557
>that Teal filter
Disgusting.

>> No.7017472
File: 33 KB, 640x480, Toy Story 2.jpg [View same] [iqdb] [saucenao] [google]
7017472

>>7017443
Thanks bro, now I just need to find an English cartridge version.

Here's some more comfy low poly stuff for the thread.

>> No.7017489

>>7017472
Why buzz farting on bo peep?

>> No.7017612
File: 2.95 MB, 800x600, 1603468789061.webm [View same] [iqdb] [saucenao] [google]
7017612

>> No.7017657

>>7017612
Man, I wonder how is it that MML basically mastered the anime aesthetic with the max polygon limit of the psx being like 5k per frame, nothing today short of the newer Guilty Gear games comes close to feeling "anime".

>> No.7017745

>>7016734
That doesn't apply only to the MML style, most of PS1 games had flat shaders. Most N64 games had really simple shaders where surfaces would get darker the less perpendicular to the screen they were.
Another really important thing you might want to know is that because of limited vram, a lot of games used vertex color instead of textures on most polygons, or used tiled textures together with vertex color to add variety. Vertex col was also used to shade scenes, being an order of magnitude cheaper than lightmaps.

>> No.7017842
File: 394 KB, 1024x768, BF (6).png [View same] [iqdb] [saucenao] [google]
7017842

>> No.7018504

>>7017657
Wizard bullshit perspective correct texture work. I would argue they figured out "Cel Shading" before the actual Cel Shading technique became a thing. Legends 2 cleaned it up even further

>> No.7018516

>>7018504
The cel shading is baked into textures tho, the models are unlit.

>> No.7018865

>>7018516
That's why I put it in quotes. It's not the real thing, but they took a lot of pains to make it look good, arguably to the point that it looked better than contemporary games that actually used the real technique, MML2 in particular.

>> No.7018982

>>7016557
Do you not know what low poly means? Stop being a retard

>> No.7019137
File: 2.13 MB, 3466x1355, 2a7ac49ffda714ce9ca523159fd746e1bb95d5c829a882ae02dcd2b6e50bd3d5.jpg [View same] [iqdb] [saucenao] [google]
7019137

>>7016841
>>7016957
Maybe you're right. I only bring it up because in most 6th gen games the shading is the same baked/vertex lighting as in 5th gen games, and there are lots of good examples of the same elegant, efficient modelling. You see the same techniques being refined.

>> No.7019591

Dunno if this is a great place to ask, but I'm trying to locate a .gif or a .webm I saw around here once. If I remember correctly it had this industrial complex on the ocean, with cranes and pipes and scaffolding and all that jazz. Very washed-out color scheme. The camera flies by it and I thiiiiink focuses a bit on like... A typical JRPG-styled character, but I don't remember anything about them (or if they were even there) since the environment was so good.

Does this ring any bells for anyone?

>> No.7019598

>>7017168
It's the best vehicle combat game on the PS1.

>> No.7019607

>>7017657
Its one of the like 3 5th gen games that have textures that aren't atrocious.

>> No.7019657

>>7017461
Better teal than piss yelow, dogshit brown or grey

>> No.7020403
File: 124 KB, 1280x720, 1589873929791.jpg [View same] [iqdb] [saucenao] [google]
7020403

>>7019591
This?
https://twitter.com/kyu_fu

>> No.7020491
File: 870 KB, 512x384, 1504972679_ePSXe 2017-09-09 13-03-27-0343.gif [View same] [iqdb] [saucenao] [google]
7020491

Have a spooky spooktober

>> No.7021328

>>7020403
man, i'm looking forward to this one.
I'm surprised there aren't more indie-low poly games

>> No.7021460

>>7021328
>I'm surprised there aren't more indie-low poly games
What alternate universe do you live in? There are countless droves of them. The problem is most of them are awful.

>> No.7021536
File: 2.06 MB, 700x526, 1450096665955.webm [View same] [iqdb] [saucenao] [google]
7021536

>>7016315

>> No.7021602

>>7017842
Neat, what game?

>> No.7021605

>>7021460
Really? I couldn't point you to more than a handful

>> No.7021646
File: 865 KB, 500x500, wizard.gif [View same] [iqdb] [saucenao] [google]
7021646

>> No.7021679

>>7021536
This isn’t clock tower is it?

>> No.7021953
File: 2.64 MB, 632x384, 1500406823124.webm [View same] [iqdb] [saucenao] [google]
7021953

>>7021679
>>7021602
The game is Addie No Okurimono

>> No.7022969

>>7020403
That was the one! This was driving me insane. Thanks for coming through for me, Anon.

>> No.7022979

>>7016557
>>7019137
That's the exact opposite of low poly. Millions of polys, nearly photorealistic look. Only reason you can even tell it is an old game is the weird angular shape of the tables.

>> No.7022993

>>7016557
What's the game?

>> No.7023000

>>7022993
Metal Gear Solid 2: Sons of Liberty.

>> No.7023001
File: 276 KB, 1152x865, 1400485438330.jpg [View same] [iqdb] [saucenao] [google]
7023001

>>7016315
Roll with her coat is an incredible work of art.

>> No.7023107

>>7022993
Oh wow. I mistook 6th gen for 7th. MGS2 looks great

>> No.7023121
File: 2.88 MB, 640x480, Die_Hard_Arcade.webm [View same] [iqdb] [saucenao] [google]
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>> No.7023126
File: 2.87 MB, 584x480, 1600199149433.webm [View same] [iqdb] [saucenao] [google]
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>> No.7023136

>>7023126
That looks interesting

>> No.7023164

>>7023126
what game?

>> No.7023284

>>7017441
bilinear filtering was a mistake

>> No.7023295
File: 441 KB, 1920x1080, Shenmue-Dreamcast-Gameplay-3.jpg [View same] [iqdb] [saucenao] [google]
7023295

>>7022979
OK OK, what about Dreamcast?

>> No.7023339

>>7023284
N64 games are unfortunately married to it though.

>> No.7023346

>>7023339
Yeah I know Nintendo essentially required developers to use it at all times.

>> No.7023368

>>7023346
9 out of 10 N64 games will not look right without it. I think that Duke Nukem 64 and Doom 64 would probably look better without the filtering however.

>> No.7023372
File: 196 KB, 1600x1200, 180925098.jpg [View same] [iqdb] [saucenao] [google]
7023372

>> No.7023382

>>7023284

When I emulate stuff I just use nearest neighbor with maybe slight scanlines to add some effect without fucking up the graphics

>Please please dont fall in the CRT meme unending discussion

>> No.7023407
File: 148 KB, 676x500, screen93873.png [View same] [iqdb] [saucenao] [google]
7023407

>>7023368
Doom is beautiful with it off. That's what happens when your pixels aren't Twinkie sized.

>> No.7023421

>>7023407
Doom 64 is the real sequel to Doom II
Although I downloaded a rom, tried to emulate it annd FUCK it's dark. In some maps I can't see shit, don't know if I have to touch some settings or what.

>> No.7023431

>>7023382
Shaders can make n64 games look great.
Theres one in particular that looks so close to my old TV its kind of frightening.

>> No.7023437

>>7023164
Germs

>> No.7023776

>>7023421
>he doesn't know
stop using a name in an anonymous image board and i might let you in a secret

>> No.7023785

>>7023407
I wish the new ports of it let you turn off the texture filtering.

>>7023421
I think of Doom 64 more as some sort of 'gaiden' entry, and either part of Final Doom as the potential sequel to Doom 2. I like Doom 64 a lot though, I actually didn't expect to enjoy it as much as I did, but it has a lot of good stuff going for it in spite of what it lacks from the previous games.

It doesn't have the Revenant or Arch-Vile monster, which is a minus, but instead they make the Pain Elemental the worst bastards ever to make up for it. The part in The Void where you get beset by multiple of them from different angles, coming in through the borders of the map, that's really cool, and really intense.

>> No.7023787

>>7016557
It doesn’t even count as retro

>> No.7023792

>>7023284
This is why PS2 games looks like ass

>> No.7023925
File: 42 KB, 800x600, 6854037_orig[1].png [View same] [iqdb] [saucenao] [google]
7023925

Best decade for motorsports also means comfy low poly race cars

>> No.7023938
File: 2.15 MB, 720x540, 1603585088778.webm [View same] [iqdb] [saucenao] [google]
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>> No.7024107
File: 2.94 MB, 640x480, 1600809658515_densha.webm [View same] [iqdb] [saucenao] [google]
7024107

SOUL

>> No.7024125

>>7023938
I'm dying to know context for this.

>> No.7024156

>>7024125
I don’t really remember the game’s title, but it looks like one of those old Illusion Games.

>> No.7024306

>>7022979
um... ps2 was sub 200k poly at best, tekken 5 characters has 20k polys,

crysis for pc had some scenes that had 4.5 million polys

inFAMOUS: Second Son says its rendering 11 million polys for full scene, and while I dont doubt it, most games try to use as few polys as possible for scenes and you can get great effect out of far less, here are some of the more large ones

nier-2million
ff 15- 5 million
fallen spirit-11 million
star citizen- 30 million

games aren't really pushing poly count anymore, for non structural models we have gotten more than far enough, and for structural we have tessellation which can easily smooth things (almost never used that way though)

While I agree that ps2 is not low poly at least be correct on what they could do.

>> No.7024316

>>7017657
any arcsys game feels like anime, but it all comes down to shadows and texture expressions

modern games have shadows that instantly you recognize as 3d models, arcsys fakes the shadows in their games to be more aesthetically pleasing so it hides the 'this is obviously a 3d model' effect. most games say fuck it and just let shadows happen.

but that's also a by product of the games being 2d fighters.

>> No.7024328

>>7021460
there is low poly indie because I have no art talent, and then there is indie low poly as an artstyle.

>> No.7024332

>>7023107
Well, it legitimately looks better than the 7th gen entry in the series on nearly every level. That game is hideous.

>> No.7024343

>>7023295
the ass edge of low poly and not, that game in particular would probably not be low poly, low poly is typically sub 200 polys per character.

>> No.7024381

>>7024343
Shenmue had very lowres models for NPCs, like 300-500 tris. The non cutscene Ryo model is 1500 tris while the cutscene one is near 3k.
Also they swap hands for interactions or when you talk to npcs.
t. been fugging around with the original model data.

>> No.7024537

>>7024343
You're way lowballing it, even on PS1 character models were maybe 500-800.

>> No.7024561

>>7021953
Thanks amigo.