ITT: low poly
ITT: low poly
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Some good times in that game
low poly + HD textures would be the best combo
why the fuck is low poly a meme on Yea Forums?
cmon, post fucking megaman faggots
I really want devs to figure out that this is a good style. All they need to do is combine it with more modern controls, 60fps, and better camera controls.
That game doesn't have a Wikipedia page, ergo it's not a major game.
PGXP makes PS1 games look good.
I like the judder though
Tail Concerto. Wonky controls, though
Still not entirely sure how they managed to make this game look so good.
>Tail Concerto
I've been trying to find a working rom for Dr Slump forever to no avail. If anyone has one that works in Retroarch (LRearmed) I would love it if you could share the love.
This just makes it look like a bad PS2 game, the low resolution and the lack of Z buffer obscure the limitations and make it look like a visual "underdog". The graphics weren't designed with those "fixes" in mind, it's like applying smoothing filters to pixel art, or viewing them on something other than CRTs.
I finally finished playing that.
Man it was a fun ride.
Nobody said it was, autismo.
1 reason why modern games can't do low poly right is because of Unreal-Unity, and shaders.
See, unskilled devs will throw garbage default shaders on things. These old games literally had no shaders. That gives them the kind of flat dull look.
Default shaders often make everything look super shiny, leading to that "cheap unreal look". Yes, an engine doesn't imply art style, but people using defaults tend to look the same.
The Crash, Spyro, etc remakes all have that cheap shiny look.
I'm really curious about Brightis. The battle system looks like it's trying to do something interesting for the PS1. Combbat seems more advanced than most PS1 action games which were kind of a mess.
I feel like Devil may Cry and Maximo were the first 3D melee weapon action games to "get it".
Fuck off. I can understand the argument for low resolution depending on how the game handles textures and filters, but the PS1's fucked up Z buffer isn't something that PS1 games compensate for. N64 games always, always looked better in comparison because it didn't flicker like a motherfucker when turning.
I wish this commie fuck actually made video games instead of just models
N64 in turn has really shitty textures, so worlds look bland and flat. PS1 tended to have bad draw distance and more loading screens, but more detailed environments. Silent Hill is the perfect example of this.
Arale a cute
One can only dream, the guys behind Amid Evil should pick his ass
I need Doctor Slump and Boku no Natsuyasumi translations before I die.
youtube.com
Which in turn meant that a lot of N64 games used much simpler textures and basically flat colors, which tended to hold up better than the more detailed but heavily artifacted textures of PS1 games.
Point is, the fucked Z buffer being removed doesn't hurt the "artistic vision." It's something devs couldn't get around on PS1 and there was nothing they could do to compensate for it. At best you could maybe make an argument for it working for horror games or something, but otherwise the fix in emulation just brings out what the devs were trying to do in the first place and could have done if they were working on anything but PS1.
Correction, PGXP feature does not restore the Z-buffer. It's still missing. It just fixes texture warping and wobbling issues.
never ever
What game is that? Looks NDS.
Looks like the original Ni No Kuni DS game
It's Ni no Kuni's DS version.
When Capcom had soul
looking skinny, biker
>half life 1 is considered retro low poly now
This kills the boomer. I think I'll play it again sometime soon, hope it will be as fun as I remember it as a kid. Was one of my favorite games with kino ost
Why do the cars turn so sharply? Lerping rotation was always a thing it's not new or dependent on new graphics, it doesn't even impact performance. Looks lazy desu
>1 reason why modern games can't do low poly right is because of Unreal-Unity, and shaders.
im sure all those games engines are capable of doing low poly
its just that nobody does low poly anymore because its arguably an outdated practice and in the current industry it doesn't make money so no one will bother investing time on it
I'd tail her concerto if you know what I mean..
Minecraft is literally one of the biggest games EVER and it's low poly.
I think it can totally work. Just not on the AAA model. Make a game for 500,000 or a 1million.
What's the fucking appeal?
Not even baiting.
I legitimately would like to know, because I'm entirely convinced these threads are filled with nothing but nostalgiafags and /vr/ tourists.
Why should we go backwards like this? This stuff is straight up primitive.
I have it but no clue if it works in Retroarch
posting some obscure licensed low poly
Atleast the soundtrack rocks tho
studios justify high polycounts with unnecessary detailing and chasing photorealism. in reality a simple attractive stylized look can be achieved with comparatively little actual geometry
It's some indie devs should do. Easy to make, easy to run.
But nope lol "2d 8bit"
I still want this game. But I doubt notch will ever find the time to get off twitter and work on it.
This looks great, I'll have to check it out.
For me it symbolize a different time
>childhood
>games were exciting and constantly trying to push the boundaries, before everything was done and became banal (for example, today when you see a mountain far away you know you can most likely walk there and there won't be anything interesting. Back then if you actual could and it wasn't a background image it was fucking mindblowing, even if it was barren)
>it's for a time before i grew jaded and tired of modern games bs
I don't know if it would work to someone who didnt grow up on that. Are there 'zoomers' here that like low poly? Not reddit texture-less flat shaded low poly, I'm talking about this
What game is this?
Lol
Those vertical scan lines (or are they the shadow mask?) aren't really adding anything
Well thanks anyway user.
i think minecraft is an exception to the rule tho
even weaker machines like phones can handle a lot of polygons
theres really no reason to be learn low poly nowadays unless you do wanna do it for fun
what kind of studios are we talking about even?
triple A has a reason to chase that hi-poly photorealism train because they normies love buying it
It's the same as OP's.
Dr. Slump for the PS1
>Posts simple, abstract 2D art.
>Asks why simple, abstract 3D art is enjoyed.
Bitch you're stupid as fuck.
>even weaker machines like phones can handle 3D
>theres really no reason to be learn 2D nowadays unless you do wanna do it for fun
See how silly this sounds?
We still make 2D games despite them being completely obsolete.
There's benefits too because it reduces costs significantly, leading to people possibly focusing on gameplay and making something interesting.
I don't know a lot about retroarch but I'm uploading it right now, hold on.
I loved that game even though I had no idea what was going on.
I took Japanese lessons just to play it properly.
>We still make 2D games despite them being completely obsolete.
well thats because the process of making 2d games have stayed the same, more or less
making 3d games have evolved to hi-poly stuff
all the technology, education and whatever programs or tools are all about hi poly now
It makes up for some really nice aesthetics and it's also really easy to make
>well thats because the process of making 2d games have stayed the same, more or less
Not even remotely, zoomer.
Based
Thank you user, you're amazing.
I heard you guys like soul
Here ya go man.
we . tl/t-MD5nwZYboB
go fucking act your age then and learn low poly then you old fuck instead of bitching like millennial teenager on her period
Souce?
>"You're wrong."
>"Stop bitching!"
Who's bitching, aside from you? I'm just telling you that you're wrong as fuck, 2D art and animation isn't handled anything like how it used to be. Old pixel art was far more complicated.
Also if you get stuck,
look up my playthrough on youtube
look it up on sketchfab
its probably still the most popular one on the site
but it's really difficult to make it look good, which is why it will never become the norm within the indie scene
Not the original person you were talking to but thanks a lot man, appreciate it. link your channel
"ItS ReAlLy HaRd To MaKe lOoK gOoD" Fucking idiot
>11mb
virus
Beyond based.
No need. It's the only playthrough of it that exists if you look it up.
I hope you don't get stuck tho, it's a comfy game.
No CGI, barely any voices, a dozen tracks only, it's a 100mb ISO, mate.
>What's compression
Also PS1 games are tiny.
To start off, not all low-poly is good. There's tons of pixel art games still being made (even more updated than low-poly), couple hand drawn games (Hollow Knight, Cuphead), and of course, games that tend towards photo realism but there's next to no low poly stuff being made nowadays. Sure, there's stylised games like Hat in Time and Mario still being made but there's nothing that really scratches the low poly aestethic itch which can look absolutely gorgeous. It's not resource intensive to run and it's pretty easy to animate because you can tweak it to avoid clipping easily. Character and ambient design is the hardest part but pixel art faces similar stylistiv hurdles.
no
That's true but you could also say that to pretty much anything
>IT WAS MORE COMPLICATED TO MAKE SPRITES BACK IN THE DAY SO IT WAS DIFFERENT
listen old man
even though technology has gotten better, these new programs still create 2d sprites
the product has never changed
if youre thinking about "fake" 2d that games like enter the gungeon uses, that counts as 3d
Low poly is kino you underage phoneposting faggot.
>75000 tris
>low poly
Same goes for pixel art but it never stopped anybody.
SHUT UP THE FUCK ALREADY YOU ZOOMER
I AM OLDER THAN YOU WHICH MEANS I AM NEVER WRONG
>Retard talks without knowing what he's talking about.
The entire way you render pixel art has changed from the NES/SNES days to now. Mega Man is made up of multiple different components because you simply couldn't MAKE a sprite with five colors by default on NES, it was wizardry bullshit. Now you can literally just draw whatever the fuck you want. It's an entirely different artform that's more rooted in traditional animation now whereas it was more of a matter of precise coordination in programming in the old days. There's more different about Super Mario Bros 3 and Hollow Knight in terms of how animation and sprite art creation is handled than there is between Mario 64 and Uncharted 4.
Nah man, every rom I found online for it is super small. Low poly and a clever use of plain colour textures will do that to you. This game is really cleverly made.
Still not working on Retroarch despite a lot of tinkering, I'm starting to think I'll have to grab another emulator specifically for this game.
>samefagging with wojacks
You're pathetic.
Thanks, pal
It also means you are closer to, and probably already suffering from dementia.
Checkmate boom boom
Its the Switch port of Ni No Kuni.
player is locked on a fixed path, most if not all of the background is either sprites or single face polygons
Most 3D PS1 games use grid subdivision to minimize affine texture warping.
They're not anything related to CRT. They're just ugly.
>posts a saturn game
DS games running at higher resolutions are peak low poly.
I didn't say I was posting an example
>posts about being fucked in the ass by 7 foot tall men
Limitations are charming
Fuck this pic is so comfy it cured my back pains
Increased internal resolution + shitty "scanline" effect slapped on it, it just looks fucking retarded.
It seems people like it because it looks like anime
I just don't trust the way emulater kiddies treat anything. It's all so hollow.
XEBRA > all your inaccurate shit
a real PS1 > emulaters
CRT-Royale on a 4K resolution using apperture grille is amazing though. The thing with these crt shaders is that they only work on very high resolutions. The color mask in particular needs 4K at least, but 5K should be ideal. Otherwise, it's better to just use the scan lines and turn off the mask entirely.
> closed source
Mednafen is just as good if not better
>CRT-Royale on a 4K resolution using apperture grille is amazing though
still doesn't look like a crt.
>The thing with these crt shaders is that they only work on very high resolutions
they don't work at all.
Agreed.
QUEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEHG
Higher res
>still doesn't look like a crt.
If you want it to look like a CRT than you buy a CRT. The shaders are used to get an approximation for those that either can't or simply don't have the real thing.
>The shaders are used to get an approximation
they approximate nothing and are a hollow recreation for the intended display.
It got released only two years after Quake.
I still fap to that girl
>osting some obscure licensed low poly
The stuart little game was the shit, surprisingly good for a film-based game
>This is what a braindead zoomer poser actually believes
I made this guy a while ago.
I'd cum inside him.
This guy makes some neat stuff.
I like it and it certainly is styled after low poly, but I wouldn't call it actual low poly
thats called flat rendering someone on agdg posted a game that uses similar style
This is just crt-hylian-glow.
pgxp
>Posts one of the few examples where the Remaster looks better.
Good job.
Get out, please.
Make sure to use a good emulator though
Forgot image
I remember PSP-PS1 emulation also having similar results or was it because of tiny resolution?
Is there a way to use this on a regular Mednafen client and not through RetroArch? I fucking hate RetroArch. It's such a clusterfuck of a frontend.
I'm mad about it, but did also partially grow up with it if only for a short time
That description reminds me of playing the Stone Hill level of Spyro 1 as a kid, wondering what it would be like if I could break the invisible barriers and see what was in the hills beyond the borders. Absolutely no game that makes me think like that these days.
SOUL: The Thread
Nope, it's an Ikegami TM15-80R.
What game?
Good job!
Bloodstained is low poly.
You're right user, this game is very low poly
>bunch of emulator screencaps cause Yea Forums is too young to have ever played half these games
onions thread
A single room of Bloodstained has more polys than entire PS1 games
Nah, Low Poly + Pixel art textures
okay let me haul my Playstation out, hook it up to a capture card, and make direct captures of it.
vs.
emulator screenshot
Which is easier dispshit?
>take 20 seconds for accuracy versus onions inaccuracies that you cling onto as MUH CHILDHOOD when it's not what you had at all
based retard
kino
It’s weird how the cows don’t have snouts like the pigs do
I sold my first playstation 20 years ago. The only one I have left is broken in half in my living room floor where it's sat for 7 years.
broke ass bitch lmaoooooooooo
I don't want the whole industry to move back, you idiot. But I appreciate the style and would like some new works using it. Don't you understand that with drawings? That not all drawings need to be the most complex with advanced painting techniques. So why should 3D modeling be the same?
I like the strong edges and how it goes well with pixel-art like textures.
Just because it is retro it doesn't mean it is bad or only liked because of Nostalgia.
>muh accuracy
being cycle accurate is a great thing but pros outweight the cons by a shitton, especially in case of PS1 emulation and no amount of memes you use will change the fact
This is what I came for
Fuck I miss this game
My PS1 and most of the games got lost in a move fifteen years ago, I was considering buying a new one when I moved out but I kinda like the lack of clutter and cables. I'll get one eventually when I get the urge to replay them but right now emulators or even YT screenshots are enough, not like the threads live long enough for anything else.
The PS1 has a 2500 games library, I grew up with it, but I only played around 60 games on it. Nowadays my number is around 300, and most of those were played on PSP or PC.
Also, I never cling on it because of "MUH CHILDHOOD". Its some retards on the more reddit side of Yea Forums that tries to paint any appreciation for older games as "muh nostalgia".
>being too poor for a modchip
Can Nintendo make a hd ds please!
why dont you post your PS1 screenshots then
Still waiting for the day we get a fully 3D game styled like this by Evening Star
What game?
It's visually appealing. I've always been of the opinion that most of the time graphic potential is overrated and artstyle is far more important. I mean, look at shit like Jump Force compared to older Dragon Ball or Naruto games, or even with J-Stars, or all the backlash the new Avengers game has got for it's horrendous character design despiste supposedly being visually impressive.
The recently announced Miku game for Switch comes to mind too. Technically it's a downgrade from Arcade/PS4, but most people agree it looks better.
Ultimate Butouden was fucking fantastic
I honestly think the shader used works so much better for Miku, it feels so much more like the older games instead of the weird uncanny valley look Future Tone gave her.
Which game?
I have no idea, but will bet on the Wizard of Oz game for DS.
Fuck me that looks cool.
Oh, you're probably right. It does look like it.
Don't think so. Mednafen's author is against these enhancements. He never supported hardware acceleration, high resolution, widescreen hacks, etc. on his emulator. He told retroarch to simply fork the project and rename it so now it's called Bettle.
HD textures on low poly sucks dick.
>I fucking hate RetroArch
Both here and on /vr/, people always complain about RetroArch. What's so bad about it? Is it the behind the scenes dev drama?
grug confused by interface
grug get mad
being outdated was not a problem for pixel art.
>Dorothy pantsu
Freaking Japan
I still wonder why the fuck would they use realistic lighting and shading for the characters in the first place? It's was a waste of the PS4's hardware when gravity Rush showed you can do high quality stylized rendering.
>he mentioned the memed game
>on Yea Forums
you're call, bro.
*your
Not blurry enough.
You came to this thread just for pics of a game you’ve obviously already played extensively?
so, why do you (personally) like this aesthetic so much?
Yes, problem faggot?
I know I have autism and the simple geometry is pleasing to me. Games tend to be colorful too, which is also pleasing.
Arale reminds me a lot to my daughter
It’s a shitty frontend for existing emulators, ripping off arguably the worst console interface of all time. What’s there to like?
>shitty frontend
It's a very good front end with nice a/v sync and a whole lot of nice features.
>for existing emulators
Some have exclusive features, like Medafen being HD, etc.
>ripping off arguably the worst console interface of all time.
It's okay, nothing special.
You’re a fucking idiot. And your defensiveness only proves it.
Lol? Are you actually mad?
>XMB
>worst console interface of all time
I want FFVII remake to look like this
The fuck? This is really well produced. Why didn't I hear anything about this? is it bad?
youtube.com
At least VIII looks like it.
HEHEHE
Racing Lagoon
Hnnng, that Dorothy.
>nice a/v sync and a whole lot of nice features
Are you serious? I’ve never even seen an emulator that didn’t have proper vsync. And it’s not like you can’t apply it manually via your graphics settings even if it didn’t.
>like Medafen being HD
Oh wow, you can upscale and stretch a low res game to see individual pixels. Epic.
that just looks ugly
No, but you clearly are.
It's actually quite good, if not a little repetitive. Hard as shit at times, too. Media Vision, the dudes behind Wild ARMs are the developers.
I thought you were joking, no I'm not mad but you're absolutley seething for no reason
Get a life dude
>do something dumb
>”that’s dumb”
>wtf faggot u mad u mad?!?!
Embarrassing.
Since this thread is up.
Anyone know the best way to play the N64 Goemon games via emulator? I've been trying to for almost a decade
What is your problem?
>Are you serious? I’ve never even seen an emulator that didn’t have proper vsync.
Not vsync. It's deeper than that. They have a system for pitching the audio up/down depending on the situation to ensure perfect audio-video sync. It's subtle and should not be able to actually be heard.
PCSX2 for instance has rather poor a/v synch that can be seen in some videos.
GBA runs at some weird frame rate, so this system works really well for it.
Yeah everyones just posting pics of games they've never played ITT
You fucking dumb retard
>Are you serious? I’ve never even seen an emulator that didn’t have proper vsync.
pcsx2 opengl software/hardware has shitty vsync. Always use dx11.
STOP IT
DON'T OPEN THAT DOOR!
>Worst console UI
>Not the PS4 and Switch's boring squares
Not what I said. Maybe learn to read.
Shut up you assblasted retard
>the guy calling everyone else mad is actually furious
Who’d have guessed?
THAT DOESN'T COUNT
FUCK NINTENDO
> 20 seconds
bitch do you know how long it'd take to get a ps1 and capture card?
Is the USA release of Dr. Slump literally impossible to obtain?
Step aside for the king of low poly.
MISS TRON LOOK, A PIGGY A PIGGY
Yeah instead every N64 game looks like it's smeared in fucking vaseline. Ugly ugly visuals. I'll take razor sharp ps1 visuals that are a little shaky over that any day
hahaha imagine this artstyle in a porn game wouldn't that be crazy anything like that at all?
Absolute kino tier soul. It's just like they say - less freedom squeezes out more creativity. Or in the case of graphic design, less to work with forces the artists to come up with creative ways to convey for what they're trying to display. For a PS2 game the model of the red man here is very smooth, it's nice that his thumb is seperate from his fingers. The textures on the tree isn't great even for a PS2 game, but I bet it's an early game in the lifespan of the console.
Gex shat his kex!
>Gex is the name of the character, shat is the past sense of shit, his is an old term used to refer to binary genders, and kex sounds like kecks in pronounciation which is an English term for trousers, which is an English term for pants.
sauce?
Where did you learn to texture like that. All my texturing is hot garbage
I like the visual clarity, I like how much if it is done 'by hand' especially the textures, I like how the limitations forced developers to focus on the whole image instead of hyperfixating on specific aspects, I like how the differences between developers were more apparent
WHEN THE FUCK IS THIS GAME GOING TO BE RELEASED?
I have the unfinished steam version (where manual doesnt work) and backed the fucking game. When is it coming out?
TOP SOUL
and first to leave at the moment of death
WHAT FUCKING VIDEOGAME
WHY IS EVERYONE SHOUTIN?!
Its a meme like 8bit is.
what game?
Phantasy Star 0 on NDS
fuck, this provokes some feelings man.
Please name.
Thank you from the bottom of my heart
Surely you mean an acquired taste.
Because the polygons tended to be so large, it forced art designers to focus more on the overall shape of the models instead of largely insignificant minutia.
my nigger
Why does low poly look so good FUCK
>low poly + anime aesthetic
Is there a more perfect combination?
Sculpted the lad very roughly, let the bake take care of the rest, then applied some patterns and colors from substance painter. There is no mystery, really.
This is so fucking cute, how have I never heard about this game before??
Cuz it's for furry degenerates.
this might be my favorite game
Yes.
Low poly and 90s anime aesthetic
Did someone else play this? It was pretty good and had a good soundtrack, same composers as
That's a 6th fucking gen game, not low-poly by any fucking count.
soul
all I remember about this is that one screen where you're in a library or something and a police elephant comes in and you have to sprint past him
I liked it though IIRC, should probably replay it
do you have any idea whether the Steam version works on Win7?
no clue, i use dosbox
>is it bad?
I don't remember much. I played for a few minutes, but got turned off by how you move the character. You have to spin that ball on the touch screen in order to move. Maybe it's not as bad as I remember. I should give it another try.
>Dorothy's thighs
That's from Befallen isn't it?
Xenogears
68 on Metacritic. That should give you a clue.
>brunette Arale
excuse me?
>anime Wizard of Oz Dragon Quest style JRPG starring thick thighs loli Dorothy
How have I never heard of this before?
New Dr. Slump changed the color scheme of most characters compared to the original anime for some reason.
DS is full of hidden gems.
Probably cause it wasn't a good game beyond the aesthetics and art direction? Never get hooked by something like that.
It was made with the limitations of the system in mind so it had to stand out.Things that you collect also have to stand out, a visual cue for the player. Visually, it was still working with a new dimension so you had to make things look presentable. Good looking games looked good, bad looking games looked BAD.
>Enter the Gungeon
>fake 2D
What
thats fucking jarring.
S O U L
SOULLESS
Any muh upscale remove jitter, correct texture mapping is dumb.
Affine texture mapping and vertex jitter is the apex of SOUL
>Good looking games looked good, bad looking games looked BAD.
That's true of course.
Why aren't more indie games low good looking low poly?
Fucking sexy as fuck
Can you talk more about your overall process or any good tutorials that helped you out? I'm just starting to get into 3d modeling and it's all still very clunky
There has never been a more soulful video on the entire internet
start with turning on smooth shading
>banned in China
*inhales*
Thanks for the daily dose of SOUL friend
Origins are the best looking DB games to this day alongside Hyper Dimension.
This
Nice bait
>artisan lands
maximum comfort
Four heroes of Light. It's a predecessor of Bravely Default
What people really want is for games to be colorful and expressive again. With technological limitations you couldn't portray anything realistically so it forced games to have style and art direction. These days those things are incredibly hard to find.
I dunno man, just keep at it.
The most important thing for me is to have good references, a good artist draws his own references but I do what I can, besides that I only watch tutorials to know how new software works. To know clean topology you can browse sketchfab and check any juicy models with actual topology, you can check the textures too if you fiddle with the options
For actual modelling I went to school to learn the basics so not something I can tell you in a post but most of the knowledge came from this: 3dtotal.com
For more tuts you can check on cgpeers from time to time, I think every month they open registration, inside there is a fuckton of torrents of both software, tools and big boy tutorials. Whatever you try, it's fine, the important thing is get to a point where you are comfortable doing it.
And I dunno, maybe there is more resources on /3/, you can go and ask there I guess.
Does anyone actually know the relationship between Dr Slump and Megaman Legends? I can't find it anywhere but it's obvious that at least the guy who made the models worked on both of them
>Does anyone actually know the relationship between Dr Slump and Megaman Legends?
There's no relationship.
>but it's obvious that at least the guy who made the models worked on both of them
No, it's not. There's not a single reason to believe that.
MML models were done by Capcom team, like every other Capcom game.
I want to marry a low poly girl
>english patch never ever
Well we got ace combat 3 after 10 years, I might be able to play this in 2030
So... there's nothing wrong with it in terms of functionality? People get pissy because they hate the XMB? I thought it was something else.
kek, that I was an enjoyable read. The guy got assblasted because you wanted to see pics of a game you like. Go figure.
>"ItS ReAlLy HaRd To MaKe lOoK gOoD
Fuck off zoom zoom
any links to some low poly papercrafts? I made a Vivi one ages ago.
There's an artist I like that does a lot of work in a low poly chibi style. They're working on Tifa right now. Name is Andrei Mishanin. Here's their artstation page and their twitter has some cool gifs as well.
artstation.com
mostly unfiltered shit at high res is kino
you save a lot of money and time with simpler art
normies like minecraft and fortnite
DS lowpoly is best lowpoly
the remake is worse in all places
non
its just a model someone made
>phoneposter
>redditspacer
>fotm Yea Forums girl
the only one who should be going backwards is you
getting into /po/ is a good way to get into lowpoly
Do you guys prefer low res textures with your low poly, or high res textures?
>look up source
>it's fucking circumsoldier
WHAT THE FUCK
This was the first game I ever see running in a demo PSX in walmart, more that 20 years are passed...
>there was never a low poly Akira game
I'll never forgive them
NANI!
wat gaem
Fuck I love this game.
Baste and readpuild
thanks for the link, this guy's work is incredible. although yeah it's definitely not low-poly.
Cooperative GOTAY
>got into papercraft almost a decade ago
>see this thread, decide to check out /po/
god, i want to make all of it
thoughts on deep rock galactic?
How do you get the Megaman Legends aesthetic for a game?
From what I can tell they used a combo of low poly models, sprite based textures, solid color materials and no real time lighting with shadows being simple textures drawn onto the environment or part of the character textures.
What else?
I would love to be able to nail that sort of look.
fuck off space nigger dq sucks.
that's definitely not low poly
that gun alone has like a billion polys
Autistic animation texturing
what's autistic about that
Ocarina of Time tree.
Ridiculously detailed and dedicated, every frame of face animation from every angle is considered and hand made
there's so much unnecessary detail that could've been shown through textures
SOUK
>being a good artist is autistic
I meant it in a good way, if you wanted to "nail that sort of look" yourself you'd certainly have to have an autistic level of dedication
what game?
Nowadays you could expedite this process by creating separate eye and mouth textures and animating each frame of a characters face compartmentally in other words create however many eye textures you need and create however many mouth textures you need and then build whatever expression you want for a particular scene easily from scratch cutting down on your total workflow.
Lol all these graphics look like shit my dad would have played, why the fuck do you people think this looks impressive?
I’m not mad at zoomer trolls, I’m mad the oldfags that take the bait and give them (you)s
Because it's hard
sassy
Shortcuts aren't soul
Part of ghe low-poly aesthetic is the use of raycasting and per vertex lighting (drawing light passes as triangular gradients rather than per-pixel) which has almost entirely fallen out of use.
It isn't that hard. The models are simple boxes.
Here's something I did. It's incomplete because I get bored drawing the textures.
All facial elements are almost inextricably linked in expressions, mixing and matching would barely save 30% of your time
Only need one facial expression really B^U
I wish there was some sort of academy for this where we could study and learn how to do this for ourselves, not many people are interested in this and even fewer know how to do it. I feel like it's a dying artform and the original modelers never passed on their knowledge, it's a lot more niche than e.g. pixel art so there's no modern guides either.
this one looks really cute
It's called 3D modelling, Then learn how to apply textures
Ara ara~
this bears of a game is going to be released at some point, interest in some varation of it will be there.
who did this, i want a commission from him!
disabled antialiasing =/= low poly
The approach, technique, tools, mindset, goal etc are all so different from modern 3D modeling that it's essentially a different artform. Just because you have a camera and a black and white filter, doesn't mean you could know how to make a genuine looking black and white film, there's a lot of methods and tricks that aren't immediately apparent (e.g. Addams Family used a colorful pink set because the contrast better showed through in black and white). Same applies to low poly, just because you built a model using few polygons doesn't mean it looks good or counts as "low poly art" (see: tons of disgusting untextured low poly that is essentially just random triangles), pixel art has the same problem but at least the methods are better documented.
>just because you built a model using few polygons doesn't mean it looks good or counts as "low poly art"
then fucking practice
it's not some lost magical art that cant be obtained with practice
they didnt have tutorials when they started making low poly games back in the 90s
Too associated with Minecraft, no one will make the low poly connection, and Minecraft itself did nothing for the niche. But as gen5 kids get older and start making games and indies, we should see some resurgence and nostalgia for the artstyle. I'm thinking of contributing myself in the near future.
My goal would be to recreate the original look, not create a new take. Close inspection of the old models would work to a degree, but having the notes and experiences of the original modelers is irreplaceable. We didn't know how to make Roman concrete until recently, simple things can easily get lost.
I want to learn more about texturing, like what the resolution of a texture actually means in relation to a model, and how it would look on said model
Sounds like your just making excuses not to practice
>W-we don’t even know how to make Roman concrete, low poly is impossible
Shut up, put your head down, and practice
lowres. I like seeing the pixels. That image you posted is even a little hi-res for my tastes.
fuck off with this embarrassing mommyshit
I'm not sure what you're arguing against, I never said it's impossible or that I don't practice, only that I wished there existed a place where low poly modelers could share their knowledge and work together to advance the medium. This isn't really a topic you can talk about with just anyone, so seeing how good the discussion is here, I wished it was more productive rather than just hypothetical. Starting on your own is rather daunting, and everyone having to go through the same mistakes is inefficient, a school that passes the knowledge on would raise interest in the style.
never actually noclipped in a map before, didn't realize that terror fuma did all of this cool shit like infighting past the first area when I played it, why don't you guys stop arguing and post some screenshots or something.
low poly inspired me to learn 3d modeling
CHICKEN
I’m not reading any of your essay
Go download blender and start practicing and once your better get 3DSMax or Maya
You know that checkerboard pattern on the YES and NO option?
Those are supposed to be transparent if you didn't know. Actually use composite instead of RGB you fucking moron.
mech warrior?
kind of crazy how different the dreamcast version of tech romancer looked. I might like this arcade version more honestly
>primitive
Aha-HAA Look at this guys
NINTENDO
What's this from? Looks fantastic
Can I play the PS4 using a CRT using the right adapters will I lose anything like the picture being cropped or missing?
Dragon ball Kai for the DS
You're the one who's comparing the techniques to some mystical lost art form. It's literally not hard or complicated to do this sort of thing and the basics of 3D modeling are pretty much the same now as they where back then, nothing but vertices making up a mesh with a texture mapped to it. The only thing you're missing is the creative skill to make it look the way you want, which as that other user has told you, comes from practice.
>It's another "retards don't actually know what low-poly is so they post this like this" thread
Dragon Ball Kai: Ultimate Butoden, the best DBZ game on the DS and maybe one of the best DBZ games ever made. It was only released on Japan.
from a sega saturn dev kit
>thread is still alive
Nice
Dragon Ball Origins looks amazing running at a higher resolution. I don't have any pics, unfortunately.
limiting yourself makes you more creative.
Soul, cute, and funny
You're looking at it too simply, there's a ton of tricks and workarounds artists had to use in order to achieve the desired effect, what you're saying will help someone make another Bubsy 3D, but what if you want to make a skybox like in Spyro, or facial animation like in MegaMan Legends, or baked lighting/shading that achieves a certain feel but doesn't feel out of place in other environments, or avoid flat textures without appearing busy etc. All of these games had graphical systems built just for them for the ground up, and very little was preserved about them, just because today's process was streamlined and every game looks and feels the same, doesn't mean it was always like that. The techniques were invented once and could of course be found again, they aren't even necessarily hard/complex, but it's such a waste to let them be forgotten in the first place.
>Not making your first indie game 8 bit, your second 16 bit, your third 32 bit, and your fourth indie game a low poly 64 bit game
Why are most game aesthetics objectively better when you limit the game's graphics and models
Shut up, it’s obvious you’d rather complain then do anything. I guarantee you didn’t even try googling low poly tutorials online
You put in more effort complaining then doing
You just want to be magically spoon fed low poly talent. You want a whole fucking institution with administrative staff to exist because you don’t wanna practice
I miss bright colors and lack of background clutter in fighting games
That's a cute mom right there.
IS Tomaba actually good? Everyone always recommends the second one
dragalialost.gamepedia.com
The low poly stuff in this game is pretty decent. The game itself is just okay though.
see
Also by academy I meant a more abstract concept rather than a physical institution (I even posted an image of an abstract school in one of my earlier posts), not like you could get everyone in one place anyway, but without some sort of backing or recognition none of the old modelers would be interested in it. I already practice since it's something I actually like doing but if I wanted a Spyro-like skybox in my game, it sure would be nice if there were some easily accessible documents on the main guidelines to making them rather than having to analyze and experiment for days, never being 100% sure you did it correctly.
Both are some of the best games ever made
You're talking about so many different things and it's obvious you have no idea what you're talking about with any of them. Hell some of them have already been explained in this very thread such as here being how they did the facial animations in Mega Man Legends. One moment you're talking about low poly modeling and the next you're talking about the custom built rendering systems used for these old games. None of that is any sort of lost knowledge or hard to find, you can go out right now and find a bunch of tutorials on how to make a low poly model or write a 3D graphics engine in C or pretty much any other programming language you want.
Seems to me like you're just too lazy to go out and find the information yourself and you just want someone to spoon feed you everything.
I’m not reading your essays when it’s painfully obvious you didn’t even try anything
If you at least made one low poly model and ran into difficulties I would understand
But you literally did nothing but start writing essays about why it’s difficult and Roman cement and you need classes to learn
If you have even a basic 3D modelling understanding you would understand low poly is not difficult and has no hidden techniques, it’s just 3D modeling with lower polygons
You want a 3D modeling class which already exist
This game is maximum S O U L!
>gacha trash
It's definitely not "okay".
Go to the modeler's section of the Hive-workshop and read some tutorials and download the basic modeler that they have, they doubtless have a list of techniques and methods that you're thinking of. However most techniques that would have been critical for a game back in the day have more to do with resource management than some sort of esoteric constraint on the devs and either are still used because devs are still trying to maximize everthing they can, or have fallen by the wayside because what they were working around is no longer an issue.
strongly agree
what game is that?
>autists killed the thread
nice going retards
There's tons on this very thread.
More Origins
For the same reason that people like Impressionist art
Also
i can hear the music FUCK
ROSE Online
I think we can all agree that DB:O looks great, but how's the actual game?
>DB:O
Online or Origins? Both are decent.
youtube.com
Did this game get canned?
Anybody else play this?
Loved it, I miss my psp now
>mfw have to reset console for japanese demo
Megaman Legends is peak low-poly but the gameplay is so shit it completely ruins the game
soulfag fuck off
Couldn't a dev just put no shader? Or a shader that is just flat, your hinging this all on them using default sharers and not making one, which means that the tools could probably do it
tried it a little bit but gave up on one of the rhythm mini-games since I aint got none.
Cute and funny though.
>every game looks and feels the same
stop playing fotm aaa retard
I see it as the logical next step for indies, from pixelshit to lowpolyshit
No it is just okay.
Action combat with some neat bosses and a few good combat scenarios but in the end the gacha does kill it. Everything is just a gear check and avoiding attacks, breaking parts, etc is just an afterthought
These Dragon Ball models are fantastic but the texture resolution is a bit too high for my liking, looks like pixelated regular art rather than custom pixel art
They didn't. It's a step back in terms of everything from Super Star and Adventure.
>game about autistic kid that can't stay in place one second without her Asperger spreading.
How is this supposed to make me wanna play it?
People's imaginations are pushed harder when confined by limitations they have to work within.
When provided with no limitations people tend to get lazy.
This but now because of the size of the industry people can buy premade templates for things since there's a market for that kind of content so everything ends up kind of samey.
Are there any modern low-poly games that don't suck?
Dusk is fun