I absolutely love Model 2 graphics. I have more nostalgia for that look than most sprite work.
I love me some quads. Did Model 3 use triangles instead?
I absolutely love Model 2 graphics. I have more nostalgia for that look than most sprite work.
In their heyday they were pretty rough. The low and fluctuating framerates, poor anti-aliasing, flickering, and low resolutions that came with the territory of 3D at the time didn't do them any favors.
Now that that stuff's no longer an issue, though, low-poly styles wielded well could really deliver some amazing results. I hope to see indies experimenting with it a lot in the coming years.
Someone get Valve to adopt these models for their "Low" setting.This is my favorite, a guy remodeled all the classes from TF2 to be low-poly and have low-res textures. They're gorgeous.
No idea what this is, but I gotta move these microwave ovens.
Yes. From cancelled Mojang game:
I love me some quads. Did Model 3 use triangles instead?
Model 3 was triangles as far as I remember.
Low-poly characters with unfiltered, low-res textures= cool.
Low-poly environments with low-res textures= yuck.
my house was made with 3 512x512 maps
Nope, Model 3 was also Quads. Naomi/Dreamcast went triangles.
I feel like PS2-era environments are as retro as you can go before they start looking horrible.
There's some more bits on it on this blog: http://joewintergreen.com/
I absolutely love Model 2 graphics. I have more nostalgia for that look than most sprite work.
OH GOD.
Since you brought it up, I hope everyone here has seen the fan-made Bubsy 3D sequel: Bubsy Goes to the James Turrell Retrospective. It's my personal game of the year, no question.
The only reason any visual art exists is because nobody had invented cameras yet.
Holy crud, I've known nothing about this. GAF could use more Gungriffon love, too, and this here's enough of a reason.Not sure if this really counts, but for Gungriffon fans the final version of the fanmade HIGH-MACS simulator came out not too long ago with some great 32-bit styled mechanical and world modelling.
Colored shading's the key to why Rockman Dash still looks great to this day. It fits the colorful, Lego-block aesthetic so well that I don't feel it's aged; that Mojang astronaut works the same way. If you try to imagine Volnutt or the astronaut collapsing into 2D-space, as if they were pixel art, then the simple, aliased look of the textures and visible polygons helps it bridge hyper-detailed 3D modeling and earlier 2D visuals. I like that idea a lot, but it works best with a dearth of shading and a general flat feel to the graphics, allowing players more opportunity to visualize 3D depth for themselves.I think the trick to many of these is that they are not shaded at all. Only shades are the ones drawn in the textures. Looks great but isn't very flexible.
Since some were talking about Nintendo 64 games thought I'd share these. There are definitely some good examples on the system.
I posted a bunch of such screenshots in another thread which showcase some N64 highlights brought out under emulation.
I absolutely adore it, its so effective when its done well. My favorite is when the textures are chunky, poppy, and pixely like old toony capcom games (Megaman Legends, Battle N Chase, and Rival Schools)
Heres a few of my favorite modern lowpoly stuff (aside from the obvious like kenneth fejer):
Damn, Paper Mario cleans up nice! Do you have any more shots of it?
Also captured these Paper Mario 3D stereoscopic images from a video on Youtube showing the iZ3D driver in use with Project64. Cross your eyes at a distance from your monitor to blend the two images.
How does one go about making textures like this?
Well its basically just like making pixel art. Since things are so low poly, its easy to unwrap everything into block shapes. I also find constraining yourself to small texture sizes also helps with keeping the chunky pixel look.
Kenneth Fejer includes his textures with all of his work if you want to look at them for reference
Thats the easy part of the battle, the second part is "tricking" your program of choice to display the textures unfiltered, since all of them want to do the opposite.
This old post from polycount has instructions for some programs. Its from 2008, so im not sure how relevant it still is. I know the maya instructions worked for me with 2012 edition but the blender ones are definitely out of date.
Thats fucking AWESOME. OMG downloading now. Thats spellbinding.
ITT: hottest thread on gaf
Now that resolution/framerate/texture fillrate isn't an issue, low-poly styles can certainly have their own charm. Choosing low-poly character designs can certainly work and look neat as a conscious style decision. Low-poly environments, on the other hand, are a bit more problematic. You can certainly go for an angular/pixelized look for the environment, but it's not exactly old-school, since the environments in early 3D games tend to look pretty horrible due to polygon, texture, and lighting limitations. Those environments in the OP, for example, are still far beyond anything the PS1 or N64 were capable of, especially lighting-wise.
Low-poly characters with unfiltered, low-res textures= cool.
Low-poly environments with low-res textures= yuck.
Same over here. But back then I didn't knew why. Its 3d interface was alsofade to black blew my mind back in the day
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Definitely. Not something I want with every game though.
In their heyday they were pretty rough. The low and fluctuating framerates, poor anti-aliasing, flickering, and low resolutions that came with the territory of 3D at the time didn't do them any favors.
Now that that stuff's no longer an issue, though, low-poly styles wielded well could really deliver some amazing results. I hope to see indies experimenting with it a lot in the coming years.
"OH MAH GAWD...jesus that looks amazing. now imagine a free roaming open space shooter with those graphics and occulus rift support."
Kind of like Enemy Starfighter?
Reminds me of that VG Remix contest with sketchfab scenes
http://www.polycount.com/forum/showthread.php?t=124337
You can actually view the scenes in your browser if it supports WebGL
Reminds me of that VG Remix contest with sketchfab scenes
http://www.polycount.com/forum/showthread.php?t=124337
You can actually view the scenes in your browser if it supports WebGL
In my dream world, they'd do 3D Classics overhauls of Starfox and Stunt Race FX for the 3DS. Image depth and a silky smooth framerate would really give those games a whole new lease on life.I love it. The way some people go crazy and jizz their pants over pixel art is how I feel about N64 and earlier low-poly art. I've said it before, but give me a new Starfox game that looks like this and I'm forced to buy a Wii U:
Well, it doesn't, not in the way it was originally delivered. No matter how good the models are, when they're served with low, inconsistent framerates and flickering surfaces, that's not easy to stomach anymore.Just add some aliasing and I'm good to go. Every time I'm listening to a podcast and someone is like, "old 3D doesn't hold up like pixel art does," I cringe and part of my soul dies.
Just add some aliasing and I'm good to go. Every time I'm listening to a podcast and someone is like, "old 3D doesn't hold up like pixel art does," I cringe and part of my soul dies.
Smearing vaseline over it won't make it look fine.
Just look at this. That's 320x200 pixel artwork using 256 color. And it still looks absolutely great. It's not HD. Not even 480p. But it's fine. It doesn't look like shit. It doesn't make my eyes bleed.
I'm not sure how you equated anti-aliasing as smearing vaseline.