we do, haven't you seen the absurd amount of ps1 horror indie games? admittedly there are a few gems here and there like pic related. but yeah there are a ton, there is literally a low poly ps1 graphics shader asset on the unity store to help with it.
Low poly requires serious talent to look good. Look at some of the "best looking" early 3D games and you'll see they look like dogshit.
Your pic has simulated shadows on the models, for example, and faces whose details would be lost at lower resolutions. It looks good, sure, but it's not indicative of what 3D graphics as a whole looked like during 5th gen.
Not to mention, truly 3D art and game design is simply a larger, more time consuming and expensive project for a small team to undertake. 2d is relatively simple, can scale from "your character is a single pixel" to "everything looks like Metal Slug" and is overall a better suited style to indies. After all, there was a paradigm shift with the advent of 3D and now people believe 2d games SHOULD be shorter, simpler, and cheaper experiences, which better aligns with what indies are capable of making.
yeah Megaman Legends is actually an insane example though, there are even different face and mouth sprites for different camera angles so that the shadows look correct when they open their mouth with respect to the camera.
That isn't some difficult thing to achieve. I don't know why people always treat it like it's a big deal. The game was going for a very animated style presentation for it's cutscenes so they planned and drew textures according to the scene to achieve that look. It looks good, but nothing about it is "extreme" especially when the textures are pretty basic. Sheep Dog and Wolf fits that classification far better.
Imo when people use MML as an example of "the standard" it's like saying Cuphead should be the global standard for 2D video games. Like, learn what "selling at a lost" means. Think of it like this Americans, Wagyu steak is the best beef you will ever eat, but only a moronic fool would constantly make meals from it. It's wonderful on occation, but the smarter thing to do is use standard priced beef for everyday use.
Well I wasn't implying every example of MML would be at a lost, but it's to be considered a likelihood. Aka, it's a risk that only can pay off with the right direction, attention, talent behind it, and even timing. I think timing is kinda one of it's weakest points, as at the time, the X series was still far more popular for the Mega Man series out of all of the sub series at the time, but worse of all, the direction of fthe game, while visual was not a bad one since I can be sure most people would say it's one of the best aged N64/PS1 era games out of all of them, including Mario 64, the gameplay's direction was one of the more controversial for most to enjoy, even to the hardcore defenders of the game. It's kinda like the bizzaro Wind Waker; both have lots of similarities, but the only different was WW tried to be too simple for most oldschool fans to enjoy, while MML was too complex for its own good to enjoy.
But to the point, games like MML and Cuphead are examples of what a vision can do despite of limited resources/hardware limitation for their times, there's still the factor these games are risky to just up and do unless you have the faith, passion and talent to put it all together, which in case of these two examples, paid off in the end in their own ways. Indies or other gaming studios doing this without that likely are doomed to fail if they even tried. It's just safer to do what's easier, more conventional in the mainstream of gaming, and overall, less damaging for them as a company if it ends up failing in the end.
Making something that's not "pixelshit" takes serious talent, and once you learn how to 3D model, you're either making the art you want or not. Having to use a restrictive artform with the inherent difficulty of rigging 3d models.
>people cry about wanting more low poly games >literally only ever point to MML as an example of a game that looks good in low poly
I don't get it. Is it just a bunch of zoomers passing around a few pics because they don't know any other low poly games? For frick's sake, have they never heard of Super Mario 64?
Nintendo 64 games look disgusting, careless super low poly models, flat color or filtered stock textures, no color palette considerations, value all over the place, noisy as frick, fog sets in two meters in front of you, full of shortcuts like 2D sprites etc. Mario 64 and MegaMan Legends are on different planes of existence
We do, but it's just indies
Just go to itch and look at the mountain of low poly
we do, haven't you seen the absurd amount of ps1 horror indie games? admittedly there are a few gems here and there like pic related. but yeah there are a ton, there is literally a low poly ps1 graphics shader asset on the unity store to help with it.
My childhood was N64 and PS1. I don't give a frick about 2D indie SNES games. Low poly for life.
Low poly requires serious talent to look good. Look at some of the "best looking" early 3D games and you'll see they look like dogshit.
Your pic has simulated shadows on the models, for example, and faces whose details would be lost at lower resolutions. It looks good, sure, but it's not indicative of what 3D graphics as a whole looked like during 5th gen.
Not to mention, truly 3D art and game design is simply a larger, more time consuming and expensive project for a small team to undertake. 2d is relatively simple, can scale from "your character is a single pixel" to "everything looks like Metal Slug" and is overall a better suited style to indies. After all, there was a paradigm shift with the advent of 3D and now people believe 2d games SHOULD be shorter, simpler, and cheaper experiences, which better aligns with what indies are capable of making.
yeah Megaman Legends is actually an insane example though, there are even different face and mouth sprites for different camera angles so that the shadows look correct when they open their mouth with respect to the camera.
That isn't some difficult thing to achieve. I don't know why people always treat it like it's a big deal. The game was going for a very animated style presentation for it's cutscenes so they planned and drew textures according to the scene to achieve that look. It looks good, but nothing about it is "extreme" especially when the textures are pretty basic. Sheep Dog and Wolf fits that classification far better.
>MML is ugly
Literally one of the best looking PS1 games, it holds up to this day because the artstyle is that damn good.
I'd like a game that reminds me of this game.
holyshit anon I forgot I had played this, i kind of want to go back and replay it now
Imo when people use MML as an example of "the standard" it's like saying Cuphead should be the global standard for 2D video games. Like, learn what "selling at a lost" means. Think of it like this Americans, Wagyu steak is the best beef you will ever eat, but only a moronic fool would constantly make meals from it. It's wonderful on occation, but the smarter thing to do is use standard priced beef for everyday use.
Capcom are greedy as frick, if MML didn't net them a profit then they wouldn't have gone ahead with Tron Bonne and MML2.
Well I wasn't implying every example of MML would be at a lost, but it's to be considered a likelihood. Aka, it's a risk that only can pay off with the right direction, attention, talent behind it, and even timing. I think timing is kinda one of it's weakest points, as at the time, the X series was still far more popular for the Mega Man series out of all of the sub series at the time, but worse of all, the direction of fthe game, while visual was not a bad one since I can be sure most people would say it's one of the best aged N64/PS1 era games out of all of them, including Mario 64, the gameplay's direction was one of the more controversial for most to enjoy, even to the hardcore defenders of the game. It's kinda like the bizzaro Wind Waker; both have lots of similarities, but the only different was WW tried to be too simple for most oldschool fans to enjoy, while MML was too complex for its own good to enjoy.
But to the point, games like MML and Cuphead are examples of what a vision can do despite of limited resources/hardware limitation for their times, there's still the factor these games are risky to just up and do unless you have the faith, passion and talent to put it all together, which in case of these two examples, paid off in the end in their own ways. Indies or other gaming studios doing this without that likely are doomed to fail if they even tried. It's just safer to do what's easier, more conventional in the mainstream of gaming, and overall, less damaging for them as a company if it ends up failing in the end.
IMAGINE BEING AT COMPUTERS
Pixel art= easy to do, hard to make beautiful
3D= hard to do, easy to make beautiful.
In between? Hard to do and hard to make buetiful.
Making something that's not "pixelshit" takes serious talent, and once you learn how to 3D model, you're either making the art you want or not. Having to use a restrictive artform with the inherent difficulty of rigging 3d models.
No and he's likely 22 years old.
good low poly is difficult to pull off and the entire thing falls apart if you have inconsistent polycounts and texture sizes
The reason people use pixel art is because it is much easier to program and animate
It takes effort
Because it's shit.
>look at me my game looks like diarrhea but it's le old gayme
Nostalgia is the most dangerous drug in existence.
MML is one of the prettiest games ever. Art style >>>>>> shit >>>>>> realistic graphixxx
Any shitty opinion can look more important if someone takes a screenshot and reposts it.
Indies already suck ass at pixel art. They'll frick up low poly too,
Indie devs use the retro look to excuse bad art
what's his name again?
Joji
SneedShiro
Formerly Chagi
Because they're just waiting for one "ironic" game to blow up using the style and then it will be everywhere like it's a 2D indie game.
>people cry about wanting more low poly games
>literally only ever point to MML as an example of a game that looks good in low poly
I don't get it. Is it just a bunch of zoomers passing around a few pics because they don't know any other low poly games? For frick's sake, have they never heard of Super Mario 64?
Nintendo 64 games look disgusting, careless super low poly models, flat color or filtered stock textures, no color palette considerations, value all over the place, noisy as frick, fog sets in two meters in front of you, full of shortcuts like 2D sprites etc. Mario 64 and MegaMan Legends are on different planes of existence
low poly's an art form anon
any shitter can learn pixel art in a few days