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Voxels for Duke 3D

User is offline   Martin 

#31

I think they look OK.
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User is offline   Jimmy 

  • Let's go Brandon!

#32

I think they might have looked bad particularly because of SW's shoddy palette, and the fact that most of the enemies didn't create clean sprites. I imagine the former humans in Doom would look nice as voxels, being that they're so clean.
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User is offline   Martin 

#33

I don't quite get what you mean? How were the sprites in Shadow Warrior 'not clean' and the ones in Doom are? Bare in mind I've never once played or seen SW.
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User is offline   Scott_AW 

#34

Well Doom was a lot more artistic and of superior quality than SW, by compairson SW is kind of a hack graphic wise.

The artist that did the graphics for doom made good use of their palettes, hand crafted sprites and what not. A lot of attention to detail can go into pixel art, or even conversion of scanned art into pixel art. The Japan's and similar eastern game developers also tend to have clean look graphics, although very similar in style.

Duke3d and most other games using the build engine used 3d models rendered into sprites, possibly with 3d Studio max or similar. Something where they could do a high quality model, have a skeletal system for posing. I believe this is what they did by how they did the cutscenes, it's the same models as the sprites.

Now Duke3d's sprites, despite being converted from 3d models were touched up like Doom, not as well, but still enough so that shading was clean. A lot of care went into those stripper girls, mind you. They're some of the cleanest characters in the game.

Shadow warrior was less refined in their model conversion process. A reason I think 3d models was heavily used was the possibility of converting them in voxel models, but unfortunately computers back then had a fraction of the ram and CPU as of today, which is why I'm taking advantage of voxels with the engine.

By comparison, Ken had a crappy palette, a lot of pastels, Duke3d had a nice balance of colors, I don't know what they did wrong in Witch Haven, but ew. SW was okay, but they went too far in their detail for their palette to handle. But then everyone has their preference and different games required different colors.

I know RNR had a pretty drab and ugly palette, but that also fit the environment.

So bottom line, its not just the palette choice, its the method of graphic production. Models can be more real, but suffer from limits. Pixel art is accurate, but tedious the more variations and detail you need. That's why I like voxels, its a sort of happy middle.

Personally I always wanted to seem Doom with voxels, since it is the most graphically suited.
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