FindMyFarms
Member
Sweet, thanks for the heads up. I like the lookTearaway, it's ported from Vita to PS4 in an extended " Unfolded " edition
Sweet, thanks for the heads up. I like the lookTearaway, it's ported from Vita to PS4 in an extended " Unfolded " edition
This reminds me of Derrick the Deathfin:
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Fun game actually. Chill ost.
I want a papercraft Zelda game.
What are you even talking about lmao, this person tryna telling me to check my vision when I'm saying these two polygons are very nearly identical, obviously they aren't 100% identical.
Chill.
This reminds me of Derrick the Deathfin:
http://www.3dtotal.com/admin/new_cropper/gallery_736/sea_monsters.jpg[/mg]
Fun game actually. Chill ost.[/QUOTE]
The actual game doesn't look like that though. It looks much much worse.
It's the 'really old' definition from realtime computer graphics / demo scene.You can have a flat shaded textured polygon. It just means that all parts of the polygon and applied texture receive the same lighting value.
Flat shading just means there is only a single normal used to compute the lighting for every texel on the polygon surface.
In old good times lighting was calculated for each polygon. (Thus just inner loop consisted marching from pixel to another filling same color.)"No additional calculation within polygon fill" would mean a coloured polygon with no shading if you are suggesting there is no lighting applied in that case. That wouldn't be "flat shading".
A platformer/Zelda-style game, or maybe something like Okami, where you were a piece of paper that could transform through player creativity and expertise into different Origami animals to traverse the environment, fight, flee, etc. would be a lot of fun.
Or just papercraft Zelda, which would be amazing.
I want this game now.
I'm still confused between cell shaded, flat shaded, low polygon count, etc. I'm going to research a little bit more.
That looks great, man. I'm not at all familiar with flat poly but I dig the aesthetic.I am working myself on a game with a similar style, sadly it is on hold till the 3rd quarter of the year.
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And Rime is like a hybrid between flat shading and normal shading:
http://www.technobuffalo.com/wp-content/uploads/2014/08/RiME-Trailer-PlayStaititon-4-1.jpg[IMG]
Or is that just cartoony?[/QUOTE]
[I]Rime [/I]is not using flat-shading or even toon-shading.
These are very nearly identical
Are you requesting in a round-about way that I provide a more extreme comparison?My perfect vision is telling me that these are very nearly identical
We are doing something similar for the game we are making, although our scenery models have pixelart textures, so its not flatshading per se. We wanted that minimalistic polygon look, to try to emulate the german expressioninsm scenrey in the movies.
The Witness is sort of doing that:
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And Rime is like a hybrid between flat shading and normal shading:
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Or is that just cartoony?
Not sure why the OP decided to randomly shit on Virtua Fighter by using a image from the 32x port. VF1 Arcade is a thing of beauty
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Was always a shame that the Saturn, being Sega's home console only received rushed, bad ports of VF and Daytona USA.
I get 1 from a stylistic perspective but how does 2 look better than 3 4 or 5?VF1 and VF2 are the best looking entries to that series. There I said it.
Yes, if I play old games with lowres textures, I turn off filtering. It's much better than a blobby mess.I also love low-poly models with simple, unfiltered textures rendered at high resolutions.
I really like the flat shaded poly thing.
I also love low-poly models with simple, unfiltered textures rendered at high resolutions. Kind of like this guy:
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(I know this isn't the same thing that the OP is talking about)
Just saying. I'd enjoy making a platformer like Super Mario 64 with that kinda style
he was showing how one example polygon in the OP isn't using flat shading at all
we can all see that they are different
sorry, I'm just riled up about people in this thread posting examples that doesn't use flat shading in any way
Gems in Spyro are flat shaded
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Btw, three pages and no Jet Set Radio yet?
I've played Dreamside and aside from the use of vines and focus on explorarion in an open enviroment, the games are nothing alike. Grow Home sounds more like a 3D version of Foddy's GIRP, as you control your arms independently to scale the world.I hate to shit on someone's birthday cake, but that concept looks eerily similar to one of my student games at Digipen:
Dreamside Maroon
I think it's still available to download for free on Digipen's website.
To be fair, I have no idea if Matt, Ian, or Hamza (my teammates on Dreamside Maroon) have anything to do with Grow Home, which I'd be super okay with.
Tobal 2 still looks pretty good
I played spyro a looong time ago so maybe I am misremembering. But I think the gems in spyro are just prerendered sprites -like the fruit in crash bandicoot-.
I really like the flat shaded poly thing.
I also love low-poly models with simple, unfiltered textures rendered at high resolutions. Kind of like this guy:
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(I know this isn't the same thing that the OP is talking about)
Left is a polygon from the OP's screenshot, it has smooth shading. It has a gradient. Right is the same polygon, but edited to have flat shading- it's one solid color:
You're celebrating an art style by insulting the first game that popularized it? That's definitely not a winning thing to say.Just saying. I'd enjoy making a platformer like Super Mario 64 with that kinda style:
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With proper lighting, nice gestures / shapes and fluid animation, this kinda style could really be eye-popping... especially compared to this:
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Definitely not a Winner![]()
Not quite the same. The other examples here are not cel-shaded. JSR is cel-shaded.Awesome, I'm so sad the Notch has trashed the project
Btw, three pages and no Jet Set Radio yet?
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That looks so fucking good.
God I want a 3D Sonic game with these graphics.
Or a Mario 64 2 but with purposely low-poly art *sheds tear*
I really like the flat shaded poly thing.
I also love low-poly models with simple, unfiltered textures rendered at high resolutions. Kind of like this guy:
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(I know this isn't the same thing that the OP is talking about)
As a matter of fact I think the VF image above would still look great with the appropriate resolution.
I remember playing one of the VF4 episodes that let you play with original VF models, and I thought it still looked great, even somehow better than characters with complex geometry and textures.
Simple, flat-shaded objects are usually much more "readable" than complex ones.
I love Tobal 2 but I think it doesn't really use flat shaded polygons, just untextured ones -mostly untextured-.
It seems Tobal 1 did, but I didn't really play it
I can't wait for real time GI.
Too bad it won't happen this gen.
Yeah, Tobal 2 used gouraud shading to smooth the polygonal surfaces. I believe Tekken 1 used the same technique. Not sure if it's still in use today.
Isn't this the same technique that Secrets of Raetikon uses?
I agree. I would love to see a "remaster" of VF1 with higher poly characters but still keeping that flat look to them.
I can't wait for real time GI.
Too bad it won't happen this gen.