Hi & I hate high resolutions !!!
example :
i don't mean that the pixel should be that big , but i don't love smooth textures ..
i wish new games have turn-off Mipmaps functionality .
also wish that games have 320*240 instead , i completed Prince of persia < the one with elika> today , the pc was able to do higher resoultions but i switched to minummum , so it's not a pc-issue , it's a self preferences .
Replies
Still havn't bought a hdtv either.. I honestly can't stand all the flickering pixels i see with all these non-antialiased nextgen console games .
I also almost always turn of texture smoothing when i'm working on stuff.. looks nice and sharp . Always work in fullbright mode as well.. for nextgen stuff too. Only really check out my assets with normals and specular in a game engine.
But Slum's right, with so much awesome pixel art out there... why that image?
Why not something like this?
I'm sure we all remember seeing this:
http://hello.eboy.com/eboy/
http://www.joystiq.com/2009/08/20/from-softwares-3d-dot-game-heroes-does-pixel-art-ps3-style/
Actually you want to switch the texture sampler from bilinear to point filtered to get blockiness - and you want to KEEP the mip maps, and bias them down to the lower levels. (Mip maps contain the smaller textures, without them it would be all sharp & sparkly - too next gen for you )
When I worked at Humongous the walls where covered with pixel art from the games we made. Huge cut outs and entire scenes from some of the games, plastered all over the place it was awesome.
http://blog.shoplet.com/office-supplies/post-its-note-art-8-bit-edition/
I hadn't seen it until today. Looks really interesting. Definitely a more original concept than most PS3 titles. I wonder how the animation will look?
And yea, how does the animation work do the blocks slide around or does the position of each block flip to the new place/pose.
That said, a lot of times a low screen resolution can actually make things look more realistic. You know how a photo of Big Foot looks totally convincing when it's all smudgy? But then you see another one and it's just a guy in a suit. And if you see a really good painting, then take a few steps back and squint it seems to come to life. Same thing with screen resolution. If the pixels are so big that you can't ever see where an edge begins and ends, it sort of creates an illusion of being much smoother. Which is why early 3D graphics sucked compared to late 2D when we made the switch between Doom and Quake! Those sprites may have been flat, but they still felt rounder than early polygon models, I think.
But on the flipside, there's few things more beautiful than a crisp, high-resolution world inhabited by <100 polygon, flat shaded, untextured models wobbling about... Or a 128x128 texture on a model large enough to cover your screen. It's wonderful. I'm currently replaying Majora's Mask, and I marvel at how so many objects are really just stretched out cubes. But within the world, it works, and it's still a pretty game. Ever noticed that the Deku Scrubs' eyes are just textured quads hovering in front of the actual model? I never did, until last night.
+1, I usually go in and turn off filtering in 3dsmax, because textures start looking sharp and fine, and when making anything lowend, I always go for the unfiltered! \m/