You destroyed that anon just now.
Bottom looks like SHIT
2bf the bottom is just diffuse coloring. There is no shading at all. I'd be curious how it looks like with dynamic lighting but I'm too lazy to import the model to blender.
>Why do you want devs to use vertex coloring over baked textures? Memory concerns?
I just think it's pretty. If devs can achieve the same effect using baked textures that's fine too, but I don't think I've ever seen such or at least very rarely. Vertex coloring tends to have a unique look, perhaps because more often it requires a skilled hand ensuring every spot looks good rather than lazy devs who think placing a single white directional light achieves the same thing. Vertex coloring is always smooth too unlike baking which can have artifacts and look pixelated if not high-res enough. It fits well with the visual cleanliness that games should have instead of trying too hard to be realistic and cluttered to the point you need yellow paint telling you where to go.
Anon, that's it. That's why I was feeling that Disney Speedstorm tracks didn't look as striking as Diddy Kong Racing and MK. They are too dependent on engine lighting, thus the scenery doesn't look as good or "artistical" as it could be.
>but I don't think I've ever seen such or at least very rarely.
Because at that point you're making a weird style choice, it'd be like deliberately using Phong shaders because you want that 90s Myst look or something.
Can you achieve it with modern stuff? Yes, easily but you're only going to see it in games trying to deliberately be retro.
Your argument is nonsense and, like always with Ganker, just fundamentally lacks the ability to understand that whatever old game you're looking at was made by an entire studio of people, the fact a single person can come close to the work of 30 dedicated industry professionals insane.
New PC releases in the 90s would require you to completely rebuild your rig every couple years or so. People b***h and moan about system requirements nowadays but at least you don't waste your money on a new vidya only to discover it needs a very specific model of GPU (or worse, a fricking soundcard) to even function at all.
a zoomer made this. in the 90s games wouldnt even launch if ur hardware was 1 year old and sound wouldnt work if u didnt have one of the common soundcards
Old artists were just that, artists that loved to work and do their craft. New guys are just students that know how to turn knobs in the engines that cut corners from them to save a dollar.
why does Ganker cream themselves over some shitty old game lighting but rtx blows them the frick out? oh yeah it's because you're all poorgay third worlders
Laziness I guess
why would I do that when I can let my third party engine do their lighting effects without having to touch it?
top = vertex coloring
bottom = 3rd party lighting effecks
You destroyed that anon just now.
Bottom looks like SHIT
2bf the bottom is just diffuse coloring. There is no shading at all. I'd be curious how it looks like with dynamic lighting but I'm too lazy to import the model to blender.
>noclip website applies lighting to OoT3ds but not OoT
Because it's an extremely outdated lighting technique that has long since been surpassed. It's like asking why we don't use payphones anymore.
Not the same.
Do you have any fricking clue how many times I've had people ask me where a payphone is? We need to bring those things back.
Too many vertices, much easier to just use lighting
Not sure what you're trying to say. Why do you want devs to use vertex coloring over baked textures? Memory concerns?
Vertex color resolution scales with vertex count, so it's a good thing.
>Why do you want devs to use vertex coloring over baked textures? Memory concerns?
I just think it's pretty. If devs can achieve the same effect using baked textures that's fine too, but I don't think I've ever seen such or at least very rarely. Vertex coloring tends to have a unique look, perhaps because more often it requires a skilled hand ensuring every spot looks good rather than lazy devs who think placing a single white directional light achieves the same thing. Vertex coloring is always smooth too unlike baking which can have artifacts and look pixelated if not high-res enough. It fits well with the visual cleanliness that games should have instead of trying too hard to be realistic and cluttered to the point you need yellow paint telling you where to go.
Anon, that's it. That's why I was feeling that Disney Speedstorm tracks didn't look as striking as Diddy Kong Racing and MK. They are too dependent on engine lighting, thus the scenery doesn't look as good or "artistical" as it could be.
>but I don't think I've ever seen such or at least very rarely.
Because at that point you're making a weird style choice, it'd be like deliberately using Phong shaders because you want that 90s Myst look or something.
Can you achieve it with modern stuff? Yes, easily but you're only going to see it in games trying to deliberately be retro.
Your argument is nonsense and, like always with Ganker, just fundamentally lacks the ability to understand that whatever old game you're looking at was made by an entire studio of people, the fact a single person can come close to the work of 30 dedicated industry professionals insane.
I had no idea Sunshine used vertex lighting.
Job security. Vertex coloring is boring and easy, everyone can do it.
Because devs are ignorant and lazy
>coded Rollercoaster Tycoon in assembly
The fricking balls
>new game? it can run on anything lol
This is definitely not something you can credit developers 'then' for.
Lol what? Were you alive on the 90s?
New PC releases in the 90s would require you to completely rebuild your rig every couple years or so. People b***h and moan about system requirements nowadays but at least you don't waste your money on a new vidya only to discover it needs a very specific model of GPU (or worse, a fricking soundcard) to even function at all.
>Lol what? Were you alive on the 90s?
I was. Quake didn't run on my Pentium II
Child me didn't understand how DOOM could run just fine but not Quake
Mate when it came to PC gaming in the 90s you could build a top of the line PC and have it become a completely outdated piece of junk in a year or two
a zoomer made this. in the 90s games wouldnt even launch if ur hardware was 1 year old and sound wouldnt work if u didnt have one of the common soundcards
the rest is true tho
Now use baked/ real time lighting on the bottom.
But yes, vertex coloring is soulful.
Because it's too hard with highpoly models. Might come back with the Nanite-esque technologies though.
or...you know...lower poly count and depend more on textures and lighting? Aka artistic strengths?
Old artists were just that, artists that loved to work and do their craft. New guys are just students that know how to turn knobs in the engines that cut corners from them to save a dollar.
4000000000000000000
stars and 30000 planets
seamless planetary landings
with cities, shops, trading, quests
880KB on 1 floppy disk
Frontiers: Elite II
why does Ganker cream themselves over some shitty old game lighting but rtx blows them the frick out? oh yeah it's because you're all poorgay third worlders