Sonic the Hedgehog 3 (1994)
653 notes
·
View notes
No Follow 「game」 :: File #000005 Updates!
Checking My Junk Mail to Fool Myself Into Thinking Someone Wants to Talk to Me
🔶 New stuff added to No Follow :: File #000005 :: Browser game about the internet of yore & w/e else.
🔶 File Synopsis :: Midi receives a nefarious email. Seo assists a lackadaisical, stamp-hoarding mail carrier, and promptly fails a personality quiz. Spider finally makes a site button.
🔶 You can also now enjoy in Text Only Mode – it’s got night and day color themes, works on small devices, and you can toggle fonts between hyperlegible and monospace.
🔶 Or play from the beginning:
101 notes
·
View notes
Basidia Post #4
Vintage CGI:
Modus Interactive and I have been spending the last week or so learning how to use Alias Power Animator 9 which is essentially an old version of maya. It was used on sgi workstations back in the day on games like ff7 and mario64 for all the pre-rendered stuff. For a long time Modus and I have been pretty invested in learning how to replicate the look of old pre-rendered stuff, and, as it turns out, the best way was just to do it how they did it. For so long I tried to wrap my head around how old cgi stuff was modeled because the sorts of shapes that were often created seemed like they'd be unnecessarily hard to create with polygons. The thing that specifically stumped me for a while was how they handled wrinkles in clothing and organic shapes. As it turns out, the answer was hidden right under my nose the whole time. They weren't using polygons at all! Instead they were modeling with NURBS! It seems very obvious in hindsight, but I feel like I deleted the memory of NURBS once I exited highschool, and nobody ever seems to talk about or use them these days. If you don't know what they are, it's basically a style of modeling that involves making a bunch of bezier curves and using them to define surfaces. It's a totally different style of modeling from polygons with a lot of pros and cons, but it achieves that smooth look we're after extremely well.
Scout Rifle Render:
As shown in the pics above, I decided to make a model of the scout rifle in Basidia so that we could use it for an item icon. The process was definitely a learning experience, and one of the things I learned is that modeling like this is super fun. It's like creating each shape is a puzzle where you need to theorize what is the best approach to take, and following through is always a multi-step process of defining a surface and slicing it up. I find it super satisfying to pull off, and making slapping materials on it is always fun as well. Moving forward we are probably gonna use this program and/or older versions of maya to create any pre-rendered item icons or backgrounds that we'll be needing. Modus actually made new versions of the vials in it as well which I will put right here \/
Wow there it is would u look at that. Power Animator just has an amazing way of outputting some unique, rich colors that are hard to get in modern software. I mean, just look at that cork. How do you make a cork have such interesting colors? Amazing. Fuck it, I'm gonna show off a little guy I made in power animator that has nothing to do with Basidia. I've been hyperfixating on this program since I downloaded it so I owe this to myself.
Here he is! Power animator has this amazing glow effect you can put on any shader that adds this bloom as a post processing layer. I used it on the head in this one, and I think it achieves a particular dreamlike effect really well. The sorts of shapes I can get for cloth out of NURBS is also super fun and rewarding, as shown with the cape here. Character modeling is something I'm always really excited about, and I'll definitely be modeling some Basidia characters in this thing.
Conclusion:
I am loving this program and I cannot stop thinking about it. Anyway, I have some commissions to take care of before switching back to midwest lost development, so I may or may not be posting about that game next week. I'm trying to buy an old sgi workstation with the commission money, and, if I can pull that off, then I will have access to all the old software they used back then (including the IRIX version of poweranimator). If you want to check out power animator yourself then here is a link to the program, and here is a helpful tutorial. Oke bye take care!
411 notes
·
View notes
Really crusty Hylics fan arts
My old experiments
83 notes
·
View notes
modern games' "it's so realistic it looks like you could touch it!" will never be even close to the source engine's "you can count the polygons on it but you can actually touch it and if you throw it it breaks into little pieces and sometimes leaves a mark on the environment". you could have the most photorealistic graphics in the world but if the environment isn't interactable then it's no more than a fancy veneer
75 notes
·
View notes
Computer Gaming World - April 1998
474 notes
·
View notes
NONOKA
Has anyone played Stella Glow? I tend to get kind of turned off by "guy unlocks the true power of girls" harem rpgs, but the tactical gameplay of this 3DS title helped me overlook that. Also, Nonoka was DARLING! She kind of ticks every box for me. Awkward, pink hair, NIN NIN!!, and a loyal friend.
Mordimort was also another weirdo who grew on me more than I expected. Rusty and Ewan were pretty much a given for me, though.
I haven't thought about this game in a little while, but I stumbled across this sketch in an old notebook.
64 notes
·
View notes