Remember back in the 90's when there were "polygonal" type games out such as Alone in the Dark and Virtua Fighter? I was wondering if there is a way to achieve a similar look ... basically the polygons showing and the cheap look of it all. Here's some pics to let you know what I'm talking about:
Well, you could just make a really low-poly model, and either apply fullbright (100% self-illuminated) textures or materials on a per-poly basis rather than uv-mapping the mesh "properly".
Sorry to sound cheeky, but your post made me chuckle. I dont think I've ever seen a 'how do I make my graphics look shit?' post before
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LOL, yeah I know it's a really weird question ... I just miss the old look of those games ... they were so cheap looking lol. Stuff like Starfox and the old Virtua Fighter were so cool. I figured that nowadays it would take more effort to make it look shitty, rather than a half decent model hehe.
there is a certain odd charm to them, I like how golfquestionmark has a sort of retro-but-updated look to it..
kind of what iteration games do for the old pixel 2d games http://www.iterationgames.com/main.html
If so, hell yeah. LBA is perhaps my favorite game of all time and looked awesome when it was released. You can grab a windows version of the game here : http://lbawin.akoonet.com/. You still need the original cd or find a download.
I think there is also some kind of splines involved, like on the girl's eyes - a spline or a polygon edge rendered as a colored 1pixel line no matter what. And maybe some sort of clever light faking? Like how the models seem at 100% self illumination, but still have darker faces. Maybe A simple test ala normal facing up or down gives a that harsh shaded result. I like the look of it also!
Haha! Back in those days, I steered away clear from polygonal games. I thought they looked horrible. I much, much prefered pixel art over this!
The first polygonal game I played was Quake 1, and even then I thought: Aaaargh, cube-for-a-head alert! Why didn't they just use higher resolution sprites?
It wasn't until Quake 2 when I thought it finally started to look better than sprite art.
Back then, I would never have thought I would one day make lowpoly models myself. Evarrrr.
I think that is alone in the dark, one of them started out in a toy shop I think. Or it was a game that came bundled with it...
EDIT: It was actually a freebie game called Jack in the Dark and came between Alone in the Dark 1 & 2. They later bundled it with Alone in The Dark, which is where I must have gotten it. I think I might still have it around somewhere...
Yeah it was called Jack in the Dark. I downloaded it a while back, it's really odd the way some of the puzzles work in these games ... it's almost as if they really wanted you to look up a walkthrough. There'd be a puzzle like, "put the cork in the mousetrap, and use that combination with the door handle and it will open." And sadly it would work lol! Ahh, I still have Alone in the Dark 2 somewhere ... I think I'll play it again.
That style kinda reminds me of Interstate '76. Basically flatshaded models with hard edges and a mid-level spec applied to emphasise the facetted look. Used to run like shit on my P120 but I loved that game.
Textures were used though, mainly for the environments and the vehicles.
Hehe, I worked on the cinematics for I-76, in fact I animated that very scene. Had a lot of fun on that project. Marco Bertoldo was the lead, great animator.
Activision gave us their vehicle real-time models/textures, plus some storyboards and character sheets. We created the environments and character models in 3ds4 DOS (before it was in Windows, before 3ds Max).
Flat shading and mostly solid colors, anti-aliasing turned off IIRC. Pretty easy really. Animated and rendered in 3ds4. No Biped back then, no IK or vertex weighting either, it was all jointed-mesh FK. Ack! Anyhow, was supposed to look like real-time.
No mouths by design, to keep animation costs low (uh, for that special look and feel, yeah).
We shot some of the scenes with co-workers on a Hi-8 cam for motion reference. Might have that at home.
good old 3ds DOS, the one thing I kept from using it in the past, is the "selection color" (very bright blue), couldnt stand the "white" selection in 3dsmax. But back then "animation->make preview" really made sense, due to lack of viewport rendering speed. Though I used 3ds2 for quite some time, the great thing was that .3ds was still backward compatible, so all the nice starwars models found on the web would still work, just needed to clean up textures to 8.3 filenames, oh and no self-illumination textures I think. anyway enough nostalgia.
it's funny how some now think it needs special setup (well it would probably need more now), when the "lack of features" just came with it
It's really cool that there was someone who actually worked on this stuff from back in the day. I like the whole idea of using your co-workers for motion reference, back then it was pretty innovative stuff.
Heheh, coworker Aubrey Ankrum acting out Taurus' line "No Groove..." something something.
Ooooh lovely.
Thought I had Groove peeing in an outtake, nope.
I think one of the reasons I76 was so memorable was not just the 70's vibe but that the characters were so featureless, people just filled in all the blanks with their rich imagination.
I agree with the previous poster who stated that eric now win. everything.
Was one of my favorite games back in the days.
Not up there with LBA tho. One of my favorite games of all time! The sequel was good too, but there was something about that first one, when it came out i had the best gaming experience of my life, and i still havent found anything topping that. The game was so fun and SOOO unforgiving at times! I mean, running into walls and you'll take damage? It makes perfect sense in real life, and it makes you pay a little extra attention while running in the game. Its also a way around that stupid "running on an invisible threadmill facing the wall" problem that is infesting games both old and new. Anyone rememer that part in the desert temple where that spiky rolling thing dropped from the roof and you had to outrun it over those holes and stuff? That part is burned in my memory as one of the most frustrating gaming moments ever. Actually, i think my top 10 frustrating game moments are from those games. And i'm loving it. And the music! Don't get me started on the music! Oh dear, its fucking awesome!
Haha, my band even made a cover of the ferryman song, complete with the out of tune last note. :P
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If you wanted that look, couldn't you just use completely hardened normals with flat colors instead of textures?
You can fake it nowadays by using a 32x32 texture that's just a bunch of color splotches, and map your polys to them
Remember back in the 90's when there were "polygonal" type games
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Which makes games that are made now, what exactly, if not polygonal?
If you want a dated look a la Virtua racing, fighter etc, simply use flat shading instead of gourad and um, fewer polygons?
Sorry to sound cheeky, but your post made me chuckle. I dont think I've ever seen a 'how do I make my graphics look shit?' post before
Sorry to sound cheeky, but your post made me chuckle. I dont think I've ever seen a 'how do I make my graphics look shit?' post before
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LOL, yeah I know it's a really weird question ... I just miss the old look of those games ... they were so cheap looking lol. Stuff like Starfox and the old Virtua Fighter were so cool. I figured that nowadays it would take more effort to make it look shitty, rather than a half decent model hehe.
kind of what iteration games do for the old pixel 2d games
http://www.iterationgames.com/main.html
TWINSEN ANYONE ???
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As in Relentless aka Little Big Adventure?
If so, hell yeah. LBA is perhaps my favorite game of all time and looked awesome when it was released. You can grab a windows version of the game here : http://lbawin.akoonet.com/. You still need the original cd or find a download.
The first polygonal game I played was Quake 1, and even then I thought: Aaaargh, cube-for-a-head alert! Why didn't they just use higher resolution sprites?
It wasn't until Quake 2 when I thought it finally started to look better than sprite art.
Back then, I would never have thought I would one day make lowpoly models myself. Evarrrr.
EDIT: It was actually a freebie game called Jack in the Dark and came between Alone in the Dark 1 & 2. They later bundled it with Alone in The Dark, which is where I must have gotten it. I think I might still have it around somewhere...
That Adventure Classic Gaming site remembered me well Estatica II : http://www.adventureclassicgaming.com/index.php/gallery/image/252/ spheres made models? another one to search the damn CD
Yeah it was called Jack in the Dark. I downloaded it a while back, it's really odd the way some of the puzzles work in these games ... it's almost as if they really wanted you to look up a walkthrough. There'd be a puzzle like, "put the cork in the mousetrap, and use that combination with the door handle and it will open." And sadly it would work lol! Ahh, I still have Alone in the Dark 2 somewhere ... I think I'll play it again.
So, where are your babies? i must have them.
TWINSEN ANYONE ???
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You mean LBA?!
Awwww...
And I have only played LBA2...
Virtua Fighter I...
alone in the dark...
Ecstatica...
Oh... old 3d games... miss you...
Textures were used though, mainly for the environments and the vehicles.
-caseyjones
I was not a great animator, and I only did a couple scenes. I think I have some outtakes though, might be able to dig them up tonight.
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How did the whole process work back then to achieve that look?
Flat shading and mostly solid colors, anti-aliasing turned off IIRC. Pretty easy really. Animated and rendered in 3ds4. No Biped back then, no IK or vertex weighting either, it was all jointed-mesh FK. Ack! Anyhow, was supposed to look like real-time.
No mouths by design, to keep animation costs low (uh, for that special look and feel, yeah).
We shot some of the scenes with co-workers on a Hi-8 cam for motion reference. Might have that at home.
'the whole process' hobbes? You're over thinking this. It's simply flat shading.
good old 3ds DOS, the one thing I kept from using it in the past, is the "selection color" (very bright blue), couldnt stand the "white" selection in 3dsmax. But back then "animation->make preview" really made sense, due to lack of viewport rendering speed. Though I used 3ds2 for quite some time, the great thing was that .3ds was still backward compatible, so all the nice starwars models found on the web would still work, just needed to clean up textures to 8.3 filenames, oh and no self-illumination textures I think. anyway enough nostalgia.
it's funny how some now think it needs special setup (well it would probably need more now), when the "lack of features" just came with it
Ooooh lovely.
Thought I had Groove peeing in an outtake, nope.
I think one of the reasons I76 was so memorable was not just the 70's vibe but that the characters were so featureless, people just filled in all the blanks with their rich imagination.
Flat shading and mostly solid colors, anti-aliasing turned off IIRC.
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By the way, what does IIRC stand for?
Actually, pretend you didn't read that, and go look on google.
I'll give you this: it's not 'Interactive Illinois Report Card'.
Was one of my favorite games back in the days.
Not up there with LBA tho. One of my favorite games of all time! The sequel was good too, but there was something about that first one, when it came out i had the best gaming experience of my life, and i still havent found anything topping that. The game was so fun and SOOO unforgiving at times! I mean, running into walls and you'll take damage? It makes perfect sense in real life, and it makes you pay a little extra attention while running in the game. Its also a way around that stupid "running on an invisible threadmill facing the wall" problem that is infesting games both old and new. Anyone rememer that part in the desert temple where that spiky rolling thing dropped from the roof and you had to outrun it over those holes and stuff? That part is burned in my memory as one of the most frustrating gaming moments ever. Actually, i think my top 10 frustrating game moments are from those games. And i'm loving it. And the music! Don't get me started on the music! Oh dear, its fucking awesome!
Haha, my band even made a cover of the ferryman song, complete with the out of tune last note. :P