• insomniac_lemon@lemmy.cafe
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    1 day ago

    I think to myself, only half-ironically, “textures were a mistake” (pre-rendered cutscenes, too). Or at least the practice of unique textures on every model being the standard rather than the exception. It adds a lot of workload, and IMO is probably diminishing returns in many cases.

    Sure, I get that it was a logical/necessary step when a texture/sprite saved on polygon budget. These days I think (visible!) vertex color is a very practical technique that didn’t really get used to its full potential. It even makes a lot of sense when making a model to think about color via geometry. There’s a lot of room for aesthetic choice with meshes, colors, materials/shaders, character/map design, and yes textures if they don’t become bloat.

    This is also why I dislike the idea of many remasters/remakes. Losing arguably the smartest* and most scalable solutions and switching over to much heavier (data and rendering-wise) replacements. Sure they made it visually stunning, but now I don’t know if I can comfortably download/store/run a game that probably still has game-design warts from 20+ years ago (and new glitches added).

    * For example, Spyro’s vertex color skyboxes being replaced in Reignited. The original were iconic, aesthetically pleasing, they had a gamefeel reason (portals, seamless fly-into portal+fly-into-level), free by modern standards (so a toggle should be viable) they’re just mesh globes! I could even see even some verts added to improve, or use of layers or more distant geometry to give it more depth.