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Flat Shaded Polys are a thing of beauty!

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:

E3OcvmC.png

So yeah, none of the examples in the OP are flat shaded.

This one even has textures:
tumblr_miwnvie8ml1s2k7lzo1_1280_zps5dd81bd9.jpg
 
The Virtua Fighter one is. A more precise definition is that light 'shades' every pixel on that polygon equally.
If were going to be strict, diffuse textures are part of the front end of the shading process. Unless the textures are sampled per-polygon or coarser, they technically violate the requirement, although that might be getting somewhat pedantic.

The textured regions could perhaps be called "flat lit" without being imprecise.
 
Could be the next big indie style after 8 and 16 bit styles are exhausted. I'd be cool with this. Flat shaded polys are awesome
 
Yes, in the past, games like Virtua Racing, Virtua Fighter, etc. didn't have texture mapping, but there's obviously no rule saying that 'flat shaded = no textures'. It just means that you create flat-shaded models and you can do with that whatever you want.
The rule for flat shaded is that every pixel of a poly is the same color - that means no textures.
 
I don't think it's 'flat shaded' that the OP loves, as much as "simple geometry that's not concealed or obscured by complex textures"

Could be the next big indie style after 8 and 16 bit styles are exhausted. I'd be cool with this. Flat shaded polys are awesome

This is to 32-bit what the retro 8 and 16-bit styles are to their antecedents.
 
Could be the next big indie style after 8 and 16 bit styles are exhausted. I'd be cool with this. Flat shaded polys are awesome

It wouldn't surprise me, it's been one of the main go-to styles in motion design for the last 5 years or so, so it's not like there isn't an abundance of experience to poach.
 
If were going to be strict, diffuse textures are part of the front end of the shading process. Unless the textures are sampled per-polygon or coarser, they technically violate the requirement, although that might be getting somewhat pedantic.

The textured regions could perhaps be called "flat lit" without being imprecise.

Yeah by definition diffuse textures do to violate that requirement. That was an oversight on my part, probably partially due to the lack of diffuse textures in flat shaded games. Thanks for catching that.
 
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.

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

z5d1uDh.png


Was always a shame that the Saturn, being Sega's home console only received rushed, bad ports of VF and Daytona USA.
 
Similar to Pixel-Art , which is still well received n its post-modern time, the style of the PS1 and N64 era should make a comeback. The simple shapes have a very abstract nature and leaves a lot to the imagination of the viewer. That's why the games at the time look so bizarre and dreamlike.
Zelda:OoT, Zelda_MM or Shadowman for example have a scary and unsettling atmosphere, which also comes through the limited geometry.The positive side-effect of the uncanny valley. On the other hand Super Mario 64 feels dreamlike, since you know what many objects are supposed to look like, but a strangely cut-down to its basic forms.
 
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

z5d1uDh.png


Was always a shame that the Saturn, being Sega's home console only received rushed, bad ports of VF and Daytona USA.

VF1 and VF2 are the best looking entries to that series. There I said it.

They are art. I would hang av screen shot from my wall.

QNqcNPo.gif


Check this gif out. Its a stop motion of an actual 3D model though, but its in the same spirit goddammit.

http://i.imgur.com/CNug0CM.webm
 
To me, flat shading represents a time when early 3D graphics felt like the future. Flat shaded graphics still have a sort of futuristic feeling to me.
 
There are multiple shades of color within polygon.

Flatshading is old term which simply means a polygon filled with a constant color. (no additional calculation within polygon fill.)

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.

"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".
 
I think your all confusing 'flat shading' with good lighting. The thing that stands out the best from all of the flat surface models, particularly this

0bb61de20f3ca1aa140e191a61464292.jpg


is the lighting. Beautiful GI lighting. The reason it looks so good with 'flat' single colour surfaces, is that the lighting information isnt hidden with textures, It creates nice 'soft' surfaces. The two (good GI and flat surfaces) complement each other very well.

'Ambient Rendering' is a technique used by environment/character artists, to purely show geometric detail. The crudest technique is to apply an AO shader/light in the scene. Better examples use full GI (Environment/Character artist, usually dont know how to light jack, so they use the crude GI method).

Good exmaple of a GI render
maxresdefault.jpg


Ambient render
vraylightmtl-vraydirt-ambient-occlusion-render-bugs.jpg
 
My perfect vision is telling me that these are very nearly identical

With art and assets made on a system that's literally running in binary, it's not uncommon to be able to say whether something is, or isn't the same as another.
The quality of your vision is neither here nor there.
 
I think your all confusing 'flat shading' with good lighting. The thing that stands out the best from all of the flat surface models, particularly this

0bb61de20f3ca1aa140e191a61464292.jpg


is the lighting. Beautiful GI lighting. The reason it looks so good with 'flat' single colour surfaces, is that the lighting information isnt hidden with textures, It creates nice 'soft' surfaces. The two (good GI and flat surfaces) complement each other very well.

'Ambient Rendering' is a technique used by environment/character artists, to purely show geometric detail. The crudest technique is to apply an AO shader/light in the scene. Better examples use full GI (Environment/Character artist, usually dont know how to light jack, so they use the crude GI method).

Good exmaple of a GI render
maxresdefault.jpg


Ambient render
vraylightmtl-vraydirt-ambient-occlusion-render-bugs.jpg

I can't wait for real time GI.
Too bad it won't happen this gen.
 
Your vision does not trump established rendering terminology.

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.
 
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