RETVRN to 600 triangles. The maps can be bigger and the physics better if the graphics are worse. Free up the resources
>>827497Companies push for models and textures because it looks good in trailers and it's usually easier than actually having good physics/gameplay/etc
maybe if they stopped using triangles and just picked up a fucking pencil
stale take, also who the fuck wants even bigger maps?
>>827500i want a 1:1 recreation of the known universe
>>827499they already did that, it was called Cuphead
>>827500True, Pelican Town from Stardew Valley has way more SOVL than GTA 5 Los Santos
lowpoly grafx is SOVLFVL when a product of hardware constraints, but SLOP when a modern design choice.
>>827497Peak graphics was when they took pictures of real life models and turned them into sprites. I think they used this in Diablo, StarCraft, Doom, Mortal Kombat, maybe some bits of Donkey Kong Country, not sure.
I need to tinker with blockbench more, the low poly stuff people make in that is impressive.
>>827500people still cream themselves over open worlds, that aspect is never going to go away
>>827516for DKC they just made high poly (for the time) 3D models and then turned them into 2D sprites, then hand painted them in a 2D image editor to clean them up.
>>827501>>827571you already live in a wide open world bro
>>827571especially normies. i'll never forget handing my jock cousin a PSP in 2007 to see his reaction to liberty city stories.
<you mean i can just like drive around wherever i want and kill people n shit>yeah dude, there's no levels. it's all just 1 big levels<damn games are way less gay and boring than they used to be coal thread tbh, not that i mind graphics that much but how can people reconcile two contradictory ideas: that tech advancement offers diminishing returns but also highly realistic graphics "age poorly". you already said that in the future, the bleeding edge won't be significantly better, dumdum. how could it possibly age poorly.
>>827728he was right though, 3d gta open worlds were peak, but that's because those were semi-wacky games where you could drive across an entire state on a monster truck fighting the cops while listening to white wedding by billy idol. the problem is every game going open world without offering cool experiences like that. why the fuck do mirror's edge or halo need to be open world?
>>827732most slop can be "cozy" though. like you can just drive around in GTA and act cozy n shit. same with slop like tony hawk. you can just free skate. in elder scrolls you can refuse to do quests and just fuck around.
anyway i lied i do care about graphics, i want high poly female butts, i want my GPU to go ham with subsurface scattering to properly illuminate female skin. i want an army of game developers investing thousands of human work hours into crafting highly detailed albedo and normal maps so i can see every square inch of veins and pores. fuck you
>>827733seems more like the oblivion remake was a botched half-assed job
>>827735remakes in general are cash cows and not serious endeavors. I was actually surprised it wasn't worse.
>>827500It's not about having a bigger map for the sake of it but having some coherence between what you modelize and what it's supposed to represent.
If your game is supposed to cover an entire country and the capital end up being a couple half streets inhabited by 20 people, it breaks the suspension of disbelief.
There is this stupid belief among too many studios that you can just skip thinking about how gameplay and gamedesign should interact if you simply throw enough money at the technical side of things.
>>827737>If your game is supposed to cover an entire country and the capital end up being a couple half streets inhabited by 20 people, it breaks the suspension of disbelief.video games got away with this just fine for decades before open world became viable for most studios, and they did it with a simple trick called abstraction. you don't have to LITERALLY experience things as they are to get an equivalent experience. no art is a 1:1 detailed recreation of reality, instead great artists use effective, suggestive details to create the illusion or implication of a richer context than what is literally portrayed. the easiest it's become to approximate reality the more devs have lost sight of this simple fact, and the games by and large have not gotten better as a result.
>>827557Funny joke but there's a good reason you might use more triangles than you can normally see on the model, like using vertex data for other purposes than the shape. Vertex-based lighting and vertex colors are super useful for more sophisticated visuals, although it's also not something that requires a huge number of them.
>>828208you claim you've "circled" the relevant areas yet you've clearly drawn primarily polygons?
>>828276you can merge vertices my dude. WTF?
>>828279yeah, and fuck up the geometry and UVs
>>828282That's why you do geometry before UVs.
> i could decimate to get a lower poly The fact you would say this seems to mean you don't understand anything about modeling. You only know like click button and thing happens. Might as well just use AI.
>>828282unless you've done something really fucking weird with your UVs I very much doubt it
anyway there are almost certainly programs that can automate these kinds of optimizations, including applying whatever texture warping is necessary if you've messed too much with the UVs
>>828278just apply a suitable reversible transform and you will find all of them can be warped into circles since they're non-intersecting. it's just mafs
>>828284>>828287i'm learning on my own very complex shi over the course of 12 years you ugly uyghur
i do avoid using decimate, you're just saying shit which makes you look even more retarded, yeah no shit geometry goes before the UVs but you still have to keep in mind the rest of the workflow because at one point it becomes easier to just start over
i got books, learned abandoned techniques and been getting familiar with specific workflows
this was half an update for a New Vegas mod that isn't coming until drama stops and half a study for me to explore remesh workflow for the highpoly into a lower poly, the reason why i had to make so many loop cuts is because otherwise remesh gets mixed results with shading
have studied companies models and let me tell you, "industry standard" is such a spectrum because in one hand you can get CAPCOM disgusting geometry and models - and in the other hand you have like models made by Seniors in the industry whose workflows are usually industry secrets unless you can sorta piece together but usually it gets lost until a random youtube comment or video tells you about their time working under some seniors on Activision or some shi
let's see your meshes, workflow and topology to make sure we're not just talking to some mongoloid who started modelling yesterday with Andrew Price videos.
>>828302>i'm learning on my own very complex shi over the course of 12 years you ugly uyghurDoth says the transhumanist mexican jew.
>>828302>>828328But dog, I am self-taught too in CG work. Everyone is self-taught in CG work. There are only like two schools I know of with any repute. Gnomon in Los Angeles, and Vancouver Film School, and I saw Vancouver Film School it is the same thing I already experienced: "most of what I learned was on my own or from my peers." School is bullshit. Everyone learns on there own.
>>828330my point exactly, and you can only learn so much from retarded sneeds like Andrew Price because it's all monkey see monkey do rather than explaining the theory behind why and when to use the tools.
the best workflows are usually gotten from working in the industry and seeing seniors work.
>>828346I don't know who or what the fuck you're talking about you dumb Mexican transhumanist Jew. I just told you basic shit you should know about 3d modeling.
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