Critique > 2D & 3D

Some lowpoly stuff

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Squiggly_P:


Made this guy a couple weeks ago.  I was planning on making a series of them, but I've have an interesting idea, and I want to see where it goes.
I'll have more stuff to post soon.  I want to work more on my pixel art, so my next thread will probably be in the other forum, cause I'll be wanting me some hardcore crits.
The pixel art will eventually wrap around this sort of model, though.  I'm trying to get near to the PSone.  I think it used 128² textures for most characters...  I might be wrong tho...

Also, inspired by Jakten's lowpoly Megaman / Hiro:


Just a doodle :P

ptoing:
quite nice. Also PS has 16 colour textures for pretty much everything, even the PS2 still has 16 colour textures for most things (just multiple textures per model where you need more colours in most cases.

Just some quick fudging around with gradient maps and masks

Gil:
ptoing: I think the PS2 can handle more than 16 per texture, but it was notoriously hard for the developers to work with the high bandwidth, low RAM in the PS2, so that might explain them going for very easy, layered textures.

I might be totally off though, you tell me ;D

ptoing:
Yeh, it can handle 256 colour textures just fine. But it does not have a lot of graphics memory, so it's rather wasteful to use those.
Rather than making a single 256 colour texture it is more economic to make several smaller 16 colour ones and use them for different parts of the model. And this is what most people did.
I think it is also possible to blend between two or more textures, which they used quite often on terrain (for example in sotc I think).

But anyway, enough ot here.

Gil:
Actually, it's a little more nuanced than that. Final post though, don't want to derail the thread, the discussion might be interesting however.

There is a specific reason the PS2 has low video memory, it isn't supposed to use it. PS2 was designed with a VERY high bandwidth bus. In other words, the programmer is supposed to stream textures through the bus, instead of buffering them in video memory. This is actually very different from any other platform, resulting in programmers trying to shoe horn their usual way of doing into the low video memory, ending up with solutions like layered 16 color textures. This is not always because of bad programmers, it's just very hard to work with the architecture.

More informative read than what I provide:
http://arstechnica.com/old/content/2000/04/ps2vspc.ars

I'll try to stay on topic now :)

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