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Anonymous at Fri, 16 Feb 2024 21:54:07 UTC No. 974338
What are some ways I can mimic ps2 era graphics?
Anonymous at Fri, 16 Feb 2024 22:00:44 UTC No. 974339
>>974338
use default textures and lighting.
Phong.
Scarcely use motion capture, save for cutscenes.
Anonymous at Fri, 16 Feb 2024 22:55:51 UTC No. 974343
>>974338
What confuses you about PS2 era graphics anon?
The basic overlook is as follows: use restrictive polygon counts representative of the era to capture the look and feel of assets from that time
but realize you can now build environments a 100x more detailed and still have it run silky so break away from it if you need to.
Use blinn/phong shaders and let diffuse textures semi self-lit do the work for you. Specular textures where available but saw pretty restrictive use.
Asphalt in Gran Turismo is an example where you see obvious use of custom texture in the gloss/spec channels.
Use spherical coordinates or similar in your shader when you need reflections and use reflection maps to emulate bounced light from the environment.
Car paints in Gran Turismo serves as an example of this effect again.
Anonymous at Sat, 17 Feb 2024 01:56:57 UTC No. 974346
>>974338
>>974339
>>974343
Cris, nobody has nostalgia for PS2 era graphics.
Anonymous at Sat, 17 Feb 2024 03:04:44 UTC No. 974352
>>974346
Idc, I like it
Anonymous at Sat, 17 Feb 2024 04:30:16 UTC No. 974356
>>974346
I think it's nostalgic, fuck you.
Anonymous at Sat, 17 Feb 2024 09:30:28 UTC No. 974366
>>974346
Wrong!
Bad take as always. Why Cris detractors always have the shittiest takes?
Anonymous at Sat, 17 Feb 2024 12:27:45 UTC No. 974383
>>974338
OP your picrel is an FMV. if its a jap game, the FMV is most probably rendered offline with Softimage.
Anonymous at Sun, 18 Feb 2024 05:32:20 UTC No. 974500
>>974383
Honestly it'll be cooler if someone made a game that replicated the look of PS2 era cutscenes, like something from Blur studios.
Anonymous at Sun, 18 Feb 2024 09:38:23 UTC No. 974510
>>974346
I like the art direction in GT4 more than the super bright successors.
Anonymous at Sun, 18 Feb 2024 12:21:44 UTC No. 974518
>>974338
Gouraud shading with just enough geo to make it not look like shit and maybe some basic cubemap reflections? Stencil drop shadows were common too
>>974346
PS2 was when graphics got 'good' fight me
PS3 era just looked like plastic 90% of the time
Anonymous at Sun, 25 Feb 2024 01:04:04 UTC No. 975561
anyone who thinks ps2 looks bad is just a realism monkey. go watch your movies
Anonymous at Sun, 25 Feb 2024 01:14:52 UTC No. 975563
>>974338
get access to renderware
Anonymous at Fri, 8 Mar 2024 22:52:14 UTC No. 976959
PS2/Gamecube graphics were literally the peak of video games. Almost everything later looks like slop.
Anonymous at Sat, 16 Mar 2024 22:18:16 UTC No. 977914
>>974518
around god of war 2 is when any 3d graphic game was not being held back by 3d anymore, there were games before than that hit this mark, but this was the time when EVERYONE was hitting the mark.
I will argue that ps2 but wildly expanded is more than good enough for graphics (not limiting backgrounds or full scenes to 100k pollies, but keeping object or character poly limited) kind of the same for ps1 style graphics, as long as they have a z buffer, style REALLY god a long fucking way. have a 1 million polly scene with just ps1 style graphics.
I will say, while i'm not nostalgic for ps2 necessarily, I love seeing well done games in that style because I know they wont run like hell.
Anonymous at Sat, 16 Mar 2024 22:25:18 UTC No. 977915
>>975561
realism always looks like shit 3 years after it comes out, some notable exceptions being crysis and probably metro, but you take mario galaxy and boost it to 4k, shit still looks good and its what, 16 years old...
gears 2 did not age well, crysis, while a technical marvel of the time, did not age as well either, though I will give it, it wasn't piss filtered and have tropical and snow areas.