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๐Ÿงต Untitled Thread

Anonymous No. 846329

What are some good looking cheap 3D styles for indie games?

Anonymous No. 846330

>>846329
>Good loking
Pic unrelated I suppose

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Anonymous No. 846357

>>846329
I would think something like this. I haven't seen many examples of this style that are as good as pic related though.

Anonymous No. 846366

>>846357
This is basically PS1 era target but the texture cache is gigantic.

Anonymous No. 846372

>>846357
How do I make this, it gives me so much ideas for games please someone answer

Anonymous No. 846380

>>846372
Crocotile 3D if you're a lazy cunt, anything else for regular artists

Anonymous No. 846390

>>846372
limited color palette (index colors)
no texture filtering (crisp pixels, no smoothing)
"complex geometry" is just a plain texture with an alpha channel (see vegetation)
Some post-processing to finish the look
????
Profit!

Anonymous No. 846410

>>846330
This looks on par with Xenoblade 2 docked lol.

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Anonymous No. 846415

>>846410
Lol nope

Anonymous No. 846416

>>846415
Now actually post a Xenoblade 2 docked screenshot.

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Anonymous No. 846540

>>846366
Could you explain the PS1 texture cache and its limitations? It looks like this is a 256x256 texture sheet, probably 16 colors. Is that beyond PS1's capability for a level?

Anonymous No. 846545

>>846540
PS1 had 1mb of vram, and 2kb tex cache, meaning it could only read textures 2kb chunks at a time,basically, but really fast. It only had 1megabyte of vram meaning that you have to fit your scene(level, player, enemies, ui) into that 1MB also you have to consider cpu performance. It had no problem with geometry but huge textures will choque the cpu and eat ram. This is why PS1 games are all tiny pixelated textures or use tons of vertex shading. Or use prerendered backgrounds, they are huge textures but they are streamed off the cd and they only stay in vram as needed. I. Those games the models tend to have more detailed textures. There where tricks around all this.