666x425

suck.png

๐Ÿงต Untitled Thread

Anonymous No. 868795

What subtle things do you put in the way you stylize your models to help make your core aesthetic unique?

Anonymous No. 868797

I think half of this isabout building characters for the technology you currently have. With a lot of remakes, you end up with this weird style of graphics that tries to extrapolate more detail from things that were never supposed to be inspected so closely. GTA Definitive edition is the extreme of this.

145x209

unknown.png

Anonymous No. 868813

>>868797
In case you're talking about the midcheek groove stylization, that's done on purpose and not a hardware decision at all.

In a ton of high resolution CG renders, Snake still has it and it's really, really jarring. Just watch as how the light warps around it and creates an artistically night-and-day contrast between the upper and lower parts of his face.

Anonymous No. 868816

>>868813
2/2 This very "black and white" kind of contrast in lighting creates a dramatic effect emphasizing his cheekbones and emphasizes his masculinity.

It's the littlest things like this that help a make a model so SOVLful.

Anonymous No. 868817

>>868813
>>868816
it unironically looks like shit

646x694

SnakePlissken.jpg

Anonymous No. 868820

3D snake from MGS2 onwards is based on Kurt Russels character 'Snake Plissken' from 'The Escape from New York'.

It's a not so subtle easteregg in that game where Snake pretends to be the SEAL operative Plissken to hide his identity.

Anonymous No. 868821

>>868795
>no stylization

it's just badly stylized.

Honestly, they're both bad. PS2 snake does not look good at all.

Anonymous No. 868823

>>868817
sorry, you are no artistic authority. the people at Konami on the other side...

250x231

1614354843223s.jpg

Anonymous No. 868825

>>868821
Where's your million seller series? Oh right, you're a nobody whining on the internet.

Anonymous No. 868847

>>868825
>implying it sold for its aesthetic qualities
bitch, please. videogames are aesthetic detritus. the lowest form. they sell on the basis of how much dopamine they induce, not artistic merit. they can look bad and still be successful.

Anonymous No. 868854

>>868847
>videogames are aesthetic detritus. the lowest form.

I disagree. A piece of art, film or music no matter how good can only keep my attention for minutes, hours, perhaps days.
There are Videogames that have kept my attention four several thousand hours, that's months and years.
It is the highest art form we currently have because it includes all the other artforms and add interactivity and engineering to the mix.

You'd go back to the people who ordered Michelangelo to paint the Sistine chapel and show them Grand Theft Auto V they would shit their pants.
You're blind to how deeply amazing the art of our time is because you take it for granted or dismiss it because it's popular.
But great art is always popular, immediately evident in it's value to a wide audience.

960x480

TimeSplitters-2.jpg

Anonymous No. 868862

>>868825
From an art direction standpoint, it honestly looks like quite a downgrade from MGS on the PS1. Honestly, MGS2's visuals have aged like milk.
It looks like they couldn't figure out how to stylize effectively for PS2 era hardware, and thematic tone of the game.

Look at Timeplitters 2, meanwhile. Stylized far more effectively than MGS2, so while MGS2 looks like old milk, TS2 still holds up well.

Anonymous No. 868866

So many seething nobodies lmao

Anonymous No. 868870

>>868862
Disagree wildly. Remember thinking MGS 1 looked rather terrible even when it was new, despite liking the game.
Had all them jerky bendy polygons that was always glitching out a little bit like every PSX game.
Plus that awful pixelated early 3D graphics with granular harsh sampling that blinker around the jagged edges of every object.
It looked very rough to me back then to the point of being tiring for the eyes
Turns out it's even worse than I remember it when I go back and look at it today, prob because YT vid and not on CRT tho.

MGS2 however blew me away with it's visuals when it first came out and it still looks good to me today because of how clean
the art direction is, not just for the characters but the environment textures/geometry and lighting as well.

If I was given the same polycount/res to work with and diffuse only textures + no lighting bake
I can't see how one could make it any more perfect than what they accomplished back then.

Anonymous No. 868872

>>868862
The insanity, time splitters looked like shit even back. Mgs2 still holds up to this day nigger. Im still waiting for another game to match the atmospheric kino of the tanker section.

640x480

492708.jpg

Anonymous No. 868887

>>868821
OP's point was about miniscule details, not the whole model itself. Of course the model overall is stylized in both pictures, he was talking about the small but important details that really help consolidate the style.

Presentation is not only key but also subtlety and execution. Method of ratio conformance, preference of geometric arrangement, specific uses of UV mappings, specific shaders, emphasis on certain details in your textures, etc. are all subtle elements that help add to a model's stylization.

It's like writing a Simpsons episode. You not only have to have good jokes but also subtlety. Steamed Hams isn't just funny solely because of Skinner getting Krusty Buger and Auora Borealis, it's also funny because of the buildup in details in how Skinner and Chalmers interact with each other, such as the timing of the delivery of each and every line, the pacing, Skinner's own choice of words, Chalmer's own choice of words, how the tone of character's voices affect another, and the dynamic, which the setting additionally greatly impacts.

At minimum, one should at least focus on the timing and delivery of each and every line and the pacing. Scully episodes suffer from theme park characterization, but they have the timing, delivery and pacing intact, and if there was ever a long pause rather than a short one, it's only because the writers are out of breath, and not all of those long pauses were the same length of long anyway.

When Al Jean came back, he essentially got rid of all of the timing, delivery, and pacing; nearly all pauses became always long, and always the same length of long. Not only that but the jokes also became obvious and predictable, symbolizing this. The show was put on antidepressants. Therefore, only good setups in Al Jean's episodes are atmosphere based (like King of the Hill which heavily relies on atmosphere), such as "A Star is Born Again." Unfortunately that episode comes off as total shit much like almost any of Jean's others.

Anonymous No. 868888

>>868887
what

666x425

1628032094161.jpg

Anonymous No. 868957

Anonymous No. 869047

>>868887
didn't read

Anonymous No. 869061

>>868887
Is this pasta.

Anonymous No. 869063

>>868887
This anon gets it

Anonymous No. 869111

>>868795
both are heavily stylized.

Anonymous No. 869118

>>868795
Huge belly, ass and tits

Anonymous No. 869121

>>868854
You are a fucking faggot retard if you think the normalfag tier MGS or GTA is anything to go by in terms of (((art)))
Games can be art yes, art ny definition means it's an expression of something even if it's by corporate jews. However, for something to have value as art, it needs thought and effort to transmit something.
Zelda Oot and MM are normalfag tier, but they are the first 3D games that come to mind that used its graphics, music, progression, story, world, and gameplay to bring meaning to that art expression

Anonymous No. 869134

>>869121
You are a cuckacopternazholiofaggatronizer if you think your personal narrow slice of palate is what determines greatness in art.
Just because you fail to see what others gain from something doesn't mean it's nothing there.

A work that has managed to stay relevant and has endured with a wide audience across decades
is noteworthy regardless how you I or any member of some fringe elite feel about it, because it has transmitted so much.

There are multitudes of things that are revered by people that I don't give a fuck about, that doesn't mean it's "nothing to go by"
just because one disapproves. Pull your cock out of the sand man.

1190x936

bone.png

Anonymous No. 869178

>>869111
You know he meant idiot. He wasn't talking about stylization of the WHOLE face, just the stylization of the cheekbones that help build up the stylization of the face itself.

I think I get what he's saying, extreme contrasts help emphasize how masculine the style of your aesthetic aims for. This tactic isn't unique to Metal Gear, it's been done in modern filmmaking and photography way before Metal Gear was a thing.