Kyrieu

Kyrieu




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Kyrieru


posted


Design experiment; Snes Alladin VS Genisis Aladdin, which is the better game?



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Kyrieru


commented on


What about 3d development can be simplified to make it more practical?



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Kyrieru


commented on


What about 3d development can be simplified to make it more practical?



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Business


Production and Management






Kyrieru


commented on


What about 3d development can be simplified to make it more practical?



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I promise you, it's done that way with modern tools. You don't author low-poly models. You author art to the highest quality you are capable of doing and able to afford. Then you use tools (with perhaps some light manual assistance) to simplify the polygonal model and automatically generate various…


Kyrieru


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What about 3d development can be simplified to make it more practical?



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I'm not being dismissive of Unity. I would be using Unity. What I was saying is that Unity isn't going to create normal maps for you, or do any of other leg-work needed for lighting and shaders to actually look passable on your models. Not to mention, even if you had the best dynamic lighting and …

Kyrieru


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What about 3d development can be simplified to make it more practical?



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Production and Management






Kyrieru


commented on


What about 3d development can be simplified to make it more practical?



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Business


Production and Management






Kyrieru


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What about 3d development can be simplified to make it more practical?



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Business


Production and Management






Kyrieru


commented on


What about 3d development can be simplified to make it more practical?



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Kyrieru


posted


What about 3d development can be simplified to make it more practical?



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I want to do a little experiment. Hopefully it will be insightful for myself, as well as others.
For those of you who don't know, there was an Aladdin game on both the Snes, and the Genisis. These games were created by different developers, and aside from the subject matter they are quite differ…
Okay, just to be sure... is your last post a question of some sort? It sounds like it even though I am not sure what you are asking.
Is it that you are unsure where to go, which style to choose? If this is what you are looking for, you will find it hard to get good answers. There are a ton of l…
@Gian: Again, I never said anything against using an engine, you even quoted the part where I said so -___-
However it's worth mentioning as a general tip.
As for the rest of what you were saying, I pretty much agree.
Low poly and high poly aren't always that different, but it depends on the me…
The shader discussion is definitely good for imrpoving the looking. As far as the assets themselves, honestly, Unity Asset Store and OpenGameArt.org

It does limit what you can do (unless you're going for generic fantasy / horror / scifi) but it can cut out on the amount of assets needed A LOT, …
Shaders don't require additional art creation. They can use additional art if you provide it, but you can write a 20 line shader function that improves the quality of your art without requiring additional input, or with only requiring input generated at run-time using your existing art.
You can find or cheaply buy premade models that are textured, rigged, animated, etc.
If you're avoiding normal maps, you're avoiding the wrong part of the art creation process. Professional artists don't usually paint those by hand; they're mostly all automatically generated by the artist's tools…
To give some examples, I know that a AAA style is more or less out of the question. Lighting, UV-maps, shaders; the less I'm dealing with any of that the better.
Once I got into shaders only about a year ago, I've found them surprisingly less scary than I imagined them to be (just focus o…
Everybody knows that it's perfectly realistic to work on a 2d game by yourself. As long as you have the right set of skills you can do quite a lot.
However, what about 3d games? What can you simplify about certain areas of development that would make working solo or with a team of two or three mo…


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