the fact that they gave this bone physics means they're already fricking doing it wrong. I don't even want to see an attempt at this if they aren't going to do it the right way.
>the right way to do it is to do what technology limited it to on the ps1
no that's moronic
same as the people who insist 8-bit pixelshit games shouldn't have bigger color palettes than the NES
it's about looking good, not about being 100% match to muh nostalgia
It depends what you're doing it for. People still design games for these old systems and so still have to work within those limitations. It's an interesting and fun experiment to put those limitations on yourself and to learn more about how they worked around them.
the fact that they gave this bone physics means they're already fricking doing it wrong. I don't even want to see an attempt at this if they aren't going to do it the right way.
Would you mind showing the class what the "right way" to do this is?
Its not like pixel shit. You have to know what you are doing to not make it look like shit, which is too much work for modern devs. You are not getting new low poly stuff given you make these threads so often.
I’m not the traditional OP, and I never really look into the low poly threads
even without new stuff, I’d love to see more n64-ps1/Dreamcast era models
Some PSP stuff managed to carry the torch for a little while, I'm trying to scrounge up the effort to start work on a not!Gurumin simply because of how much the PS1/Dreamcast era holds a grip on me
mouth is too detailed compared to fist, belt, and vest. Make the shading lazier on the mouth or make the shading better for everything else.
or don't, its not a glaring problem
The head looks off, too small and too detailed
The "pixel size" in general seems to be inconsistent. Look at the pixel textures of the model in the OP for comparison
The design itself and the colors are good, great job
I try to avoid sounding like a shitter but all those particles/smoke/impact effects really detract from the style of the trailer you posted
They nailed everything else right but those little effects are in seemingly every single scene and they're just way too damn smooth compared to the pixel/texturework on the models
please tell me I'm not the only one that thinks it's a bit jarring.
>they're just way too damn smooth compared to the pixel/texturework on the models
that's because they used 3d spheres instead of a sprite for the particles
but yeah now that you point it out it stands out a bit
looks like gacha shit, i mean looks cool but in the deep i know is just another gacha game with anime retro style to hide the shitty repetitive gameplay
3D models aren't necessarily harder to make, they're actually a lot easier in some ways, it's just an entirely new skill set to learn. The issue comes with programming physics onto a 3D plane. That's when you actually have to learn2code.
Part of me wishes I knew how to make a PS1 homebrew game. I know I see Saturn homebrew, but I feel like the PS1 could be a pretty interesting system, since it has a good balance of 2D/ 3D and can do 30fps FMV.
Modern low poly artists are extremely obnoxious.
They'd rather post unfinished shit on twitter for twitter (You)s than actually try to make a fricking game. They N.E.V.E.R finish anything.
And don't even get me started about their prices or their shitty mentality """i'll post this but nobody is even allowed to buy or use it and i'd rather delete it from my hard drive than let anyone else try to turn it into a game"""
>need solid concept art that takes full advantage of the limitations >need to respect limitations that are more rigid than pixel-art restrictions, where more colors, greater resolution, mixels, rixels, etc. can get overlooked by the casual public >need to make a decent model that you can't get just with sculpting >need to know how to do good texturework that suggests a lot of non-existent detail >need to fake lighting instead of letting the engine do it automatically
You can't cheat or half-ass it as easily as with pixel art, so most of what you see will be untextured low-poly.
Going such extreme low poly is difficult but basically you need >low poly models that communicate the very basic shape and give the model a nice silhouette >well done UV for consistent texel density >simple but effective texture work
MML did limbs split into pieces for easier rigging but you can do a connected model if you add a bit of geometry in the joints for them to bend properly. MML textures aren't very complex but you'd still need some effort to recreate the style.
If you need tutorials for blender look up tutorials for more basic concepts to learn the tools. Once you're not struggling with the tools as much it will be much easier to create shapes that you want.
>2010s: why don't more indie games use low poly? >2015s: why don't more indie games use low poly? >2020s: why don't more indie games use low poly?
and now the market is flooded with indie low poly shit
be careful what you wish for
plap plap plap plap
game?
doesn't exist I believe, but artist is pocketbell4649
thought it was megamn legends
the fact that they gave this bone physics means they're already fricking doing it wrong. I don't even want to see an attempt at this if they aren't going to do it the right way.
what would be the right way then
the right way to do it is to do what technology limited it to on the ps1
>the right way to do it is to do what technology limited it to on the ps1
no that's moronic
same as the people who insist 8-bit pixelshit games shouldn't have bigger color palettes than the NES
it's about looking good, not about being 100% match to muh nostalgia
It depends what you're doing it for. People still design games for these old systems and so still have to work within those limitations. It's an interesting and fun experiment to put those limitations on yourself and to learn more about how they worked around them.
plenty of indie games use low poly
they're just unremarkable and ignored
they can't into textures and just make pixel vomit or flatshit
FINISH THE FRICKING SERIES CRAPCOM! GET MEGA MAN OFF THE MOON!
let it go anon
there's no way it's going to live up to the hype anyway
Because just like pixel art, moronic indie devs don't know how to do it right.
Would you mind showing the class what the "right way" to do this is?
Its not like pixel shit. You have to know what you are doing to not make it look like shit, which is too much work for modern devs.
You are not getting new low poly stuff given you make these threads so often.
I’m not the traditional OP, and I never really look into the low poly threads
even without new stuff, I’d love to see more n64-ps1/Dreamcast era models
Some PSP stuff managed to carry the torch for a little while, I'm trying to scrounge up the effort to start work on a not!Gurumin simply because of how much the PS1/Dreamcast era holds a grip on me
Thoughts on my NPC? Does it meet the style or is it shit?
I'm sorry It's not a cute girl
is he forklift certified
neck could be a bit wider but other then that great style
looks good and convincing but the head is too small
maybe try more pixel size consistency
you don't need them so tiny on the face for that level of detail
mouth is too detailed compared to fist, belt, and vest. Make the shading lazier on the mouth or make the shading better for everything else.
or don't, its not a glaring problem
Amazing work man, you've got a bright future ahead with art
I think his face shape looks off, should try a more squared chin instead of a pointed one.
The head looks off, too small and too detailed
The "pixel size" in general seems to be inconsistent. Look at the pixel textures of the model in the OP for comparison
The design itself and the colors are good, great job
Did you see how long Bomb Rush took to make? Far easier to use unity or pixels.
they do, just happens the games are boring, bland and soulless
Here's a low poly model I made in blender last year. No textures, it was mostly made for rotoscoping purposes. I'm not really much of a 3D moddler.
*shrugs*
are you ready Ganker?
>may 9th
that's too long. i want it NOW
Check out these upcoming games:
>Abyss X Zero (webm related)
https://store.steampowered.com/app/2872300/ABYSS_X_ZERO/
>Airframe Ultra
https://store.steampowered.com/app/2522120/Airframe_Ultra/
>Delta Gal
https://arthur-vyater.itch.io/delta-gal
Those are the ones I know about. I think there also was that "parry a fricking nuke" game but it was very janky.
I try to avoid sounding like a shitter but all those particles/smoke/impact effects really detract from the style of the trailer you posted
They nailed everything else right but those little effects are in seemingly every single scene and they're just way too damn smooth compared to the pixel/texturework on the models
please tell me I'm not the only one that thinks it's a bit jarring.
the contrast between the two is to guide the eyes to where the action is
>they're just way too damn smooth compared to the pixel/texturework on the models
that's because they used 3d spheres instead of a sprite for the particles
but yeah now that you point it out it stands out a bit
looks like gacha shit, i mean looks cool but in the deep i know is just another gacha game with anime retro style to hide the shitty repetitive gameplay
>indie game
>gacha shit
Your brain on Ganker
Or what will you pretend that megaman legends had better gameplay?
Cool, thanks. I'll keep an eye on them
>Abyss X Zero is made by trannies
Why can't we be allowed to have nice things?
Do you see trans flags in the trailer?
Airframe ruins itself by covering it with those filters.
Looks really inspired. I hope it's as fun as it looks.
3D models aren't necessarily harder to make, they're actually a lot easier in some ways, it's just an entirely new skill set to learn. The issue comes with programming physics onto a 3D plane. That's when you actually have to learn2code.
its not old enough yet
They look like shit. Goin from top tier 2d in 95 to low poly 3d was exciting but that shit don't hold up like the 2d stuff
Part of me wishes I knew how to make a PS1 homebrew game. I know I see Saturn homebrew, but I feel like the PS1 could be a pretty interesting system, since it has a good balance of 2D/ 3D and can do 30fps FMV.
all the above models were taken from:
https://www.models-resource.com/playstation/
and loaded into Blender. Blender is probably your best bet for a free 3D modeling program. Or maybe, try something old school like Milkshape 3D.
Environment ripped from the original Windows port of MGS1.
Modern low poly artists are extremely obnoxious.
They'd rather post unfinished shit on twitter for twitter (You)s than actually try to make a fricking game. They N.E.V.E.R finish anything.
And don't even get me started about their prices or their shitty mentality """i'll post this but nobody is even allowed to buy or use it and i'd rather delete it from my hard drive than let anyone else try to turn it into a game"""
low poly that is accurate to the era is harder to do than high poly asset flips of today.
It requires more research and effort which is the one thing half the indies don't do. So you get mixel slop instead.
you'd scream that it was SOVLESS and le bad because it was new and not old
sega 3d arcade polygons>the rest
>need solid concept art that takes full advantage of the limitations
>need to respect limitations that are more rigid than pixel-art restrictions, where more colors, greater resolution, mixels, rixels, etc. can get overlooked by the casual public
>need to make a decent model that you can't get just with sculpting
>need to know how to do good texturework that suggests a lot of non-existent detail
>need to fake lighting instead of letting the engine do it automatically
You can't cheat or half-ass it as easily as with pixel art, so most of what you see will be untextured low-poly.
Any good tutorials? I want to use a similar art style for my game but have been using stand-in models until I can learn
The artist accepted """"""""tutorial"""""""" is
>just learn by yourself lmao
This is why artists are gay
And they cry when people prefer to use AI over them lmao. 3D gays aren't safe for long either.
>Any good tutorials? I want to use a similar art style for my game but have been using stand-in models until I can learn
I wish I could help you. But you know how it is... it's hard to find a good tutorial on youtube.
I'll work something out, the game I'm thinking of making isn't going to be npc heavy so I can probably spend longer working it out at not much penalty
Going such extreme low poly is difficult but basically you need
>low poly models that communicate the very basic shape and give the model a nice silhouette
>well done UV for consistent texel density
>simple but effective texture work
MML did limbs split into pieces for easier rigging but you can do a connected model if you add a bit of geometry in the joints for them to bend properly. MML textures aren't very complex but you'd still need some effort to recreate the style.
If you need tutorials for blender look up tutorials for more basic concepts to learn the tools. Once you're not struggling with the tools as much it will be much easier to create shapes that you want.
Just gonna post some superior ladies, don’t mind me.
Cute
boat is rocking too much i'm getting sick captain
thanks I threw up all over my keyboard
>2010s: why don't more indie games use low poly?
>2015s: why don't more indie games use low poly?
>2020s: why don't more indie games use low poly?
and now the market is flooded with indie low poly shit
be careful what you wish for
>indie low poly shit
those are not low poly
those are low effort meme poly
low poly was ok back in the day because it was top of the line graphics and that's the best the hardware can support at the time.
Doing low poly nowadays on today's hardware just shows you got no skill and you suck at this job. You should quit.
moron
I wish I could make a game that looks like project justice but I can't draw like edayan