newyorksjojo:

captainsnoop:

honestly I don’t think there will ever be much of a space for “retro” styled games based on the N64 or the PSX because once you give those games modern concessions like higher resolutions and better quality sound you just end up with a regular 3D game that has low-poly models and that wouldn’t really stand out visually or stylistically as much as an 8 or 16-bit game 

-snip-

Relatively basic textures on models are something that can be really good-looking if done right, IMO

A few examples of the things I like are these (wonderful models by shrapnelsoup):
image

final boss of PSG on playstation.which are likely to be higher-poly than your average PS1/N64 game character, but definitely lower-poly than most of the good-looking PS2-era games. In fact, they tend to remind me of SEGA’s Model 2 arcade games and other 3D games that felt like they fell in between those two generations, and the very basic lighting allows for a simple look that may remind you of how you wish the early 3D games were, rather than how they actually were, sort of like Shovel Knight’s tendency to ignore certain NES limitations to make a better experience.

Plus it would be a good excuse to make more 3D platformers :) 

(I hope you’re okay that I used your models as examples, shrapnelsoup)

eyh man, sure i don’t mind. :D

it is true that there arent much games these days that looks like the games of this era (except for some phone games, but no console or pc games) and with the same appeal or quality.

 But knowing that we can now make games like this regardless of technical issues, that were severely handicapping developers at the time, is awesome! it means that we can go all out on the amount of content for the game and keep that retro look we’re so attached to, with smoother controls and gameplay mechanics, online multiplayer and much more. 

I’m actually learning unreal to attempt this, sorta a mix of resident evil/alone in the dark and the souls series, i won’t say more until a bigger reveal.

lots of 2d indie games were made with that mindset (fez and others) but i’ve yet to see 3d games that compares to the idea. Except for minecraft and other sandbox games.

Also if anyone’s interested, somebody is working on an autodesk maya script to recreate the ps1 render look, i’ll get to try it soon.

(Click here for full size)

attempted a comic thing starring the good old ronin race from cortex command (if you like cute sandbox games, theres demo) and with a panel construction close to that of dragon ball

first time making a comic since a very long time and i had a lot of fun despite the serious hand pain after a few hours of drawing, I may give this a shot for a full comic.(for the hand pain if anyone experiences that and knows how i could prevent it send me an ask, i use micron pens for lineart) 

there may be some real bad inconsistencies in the female character’s haircut and some minor fuckups in the lineart as i try to draw with very few sketch but there may be some other mistakes i didnt notice.  if you notice anything to help me improve you can tell me by leaving a comment if you feel like it.

also as a bonus some cortex command fanart i did a few years back for comparison. (2009) 

also wanted to break the news that im actually working for the makers of the game on their next project wich isnt going to be revealed for a while. This is why i can’t take comissions now as i barely have any time for myself in par with school. Stay tuned.

saw some REALLY cool stuff going around in the last few days and decided to try my hand at this type of lineart (boulet or moebius for good examples) . for someone who has been drawing with nothing but graphite and that never felt like inking anything for the last year, it’s really refreshing.
Thanks to guillaume singelin for reminding of how cool lineart is.

saw some REALLY cool stuff going around in the last few days and decided to try my hand at this type of lineart (boulet or moebius for good examples) . for someone who has been drawing with nothing but graphite and that never felt like inking anything for the last year, it’s really refreshing.

Thanks to guillaume singelin for reminding of how cool lineart is.

fiddlemod asked:

Heya! I've been wanting to get into lowpoly modelling, but I'm not sure what like the upper polycount limit would be for a single character?

shrapnelsoup answered:

the common rule is <1000 polys for characters and and <500 for props or items

a rule i almost always cheat ahah. check the polycount forum theres a lowpoly thread with pretty good wireframe examples.

image

so i just extracted the eva model from the n64 evangelion game and it has 997 polygons with the power cable. So there you go. 

also something i ignored, the model isnt made one single texture but a handful of 64x64 textures spread around the different parts of the eva. all 12kb. pretty intense stuff.