Should the character models have a greater polygon count
3D Kombat Klassics
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Should the character models have a greater polygon count
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posted03/11/2004 08:42 PM (UTC)byMember Since
03/25/2003 08:14 PM (UTC)
I'm not saying that MK:DA characters did'nt look good...they did. However, I think that there's still room for improvement. As beutiful as Deadly Alliance was, Tao Feng characters were like many 100s of polygons advanced than MK:DA characters. Please, don't get me wrong, in no way should MK6 be anything like Tao Feng. But, I think that MK should never be a minority to a game like Tao Feng.
Again, I am not downing MK:DA...the developers deserve a lot of slack, being that this was thier firt attemt at a full 3-D MK--they did a fantastic job, considering. I'm just saying, that MK6 should be little more evolved than MK:DA, as much as MK2 was superior to MK1.
what do you think?
Again, I am not downing MK:DA...the developers deserve a lot of slack, being that this was thier firt attemt at a full 3-D MK--they did a fantastic job, considering. I'm just saying, that MK6 should be little more evolved than MK:DA, as much as MK2 was superior to MK1.
what do you think?
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It looked really nice, although they looked kind of like plastic dolls... I think they should look more "humal-like", and their costumes should be a little more realistic...

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It is getting difficult, as the current consoles are being pushed to their graphical limitations. As nice looking as Tao Feng was, it was an X-Box exclusive (which is a technically superior machine). However, when programming games on a multi-platform level, considerations need to be made so that the game looks the best on all systems. I might dare to say that it needs to look the best on the console that is likely to sell that most units (in our case, the PS2).
It would be wonderful if more artistic measures were taken in the MK:Dec graphics (obscure camera filters, moodier lighting, different particle effects (re: no more bloody snowballs)). Other than that, I don't think the technical aspects can be improved upon much.
It would be wonderful if more artistic measures were taken in the MK:Dec graphics (obscure camera filters, moodier lighting, different particle effects (re: no more bloody snowballs)). Other than that, I don't think the technical aspects can be improved upon much.
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I thought this time they would be taking care of the games and building them for individual consoles, taking advantages of what each console could do. Superior graphics and lighting and texture on Xbox. Superior water and lighting effects on GameCube and whatever can be done on PS2.

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| SuperNick Wrote: I thought this time they would be taking care of the games and building them for individual consoles, taking advantages of what each console could do. Superior graphics and lighting and texture on Xbox. Superior water and lighting effects on GameCube and whatever can be done on PS2. |
it's still happening.your notice hell alot of difference when you play the game on whatever console you own. so they are going to take advantage of the systems hardware this time around, no more ports.
which is great news for xbox owners. we're sick of lazy programmers just porting multi-platform games to the xbox with no enhancements. doa3 is the measuring stick for graphics and there's no excuse why any fighting game coming to the xbox shouldn't be on par with it. port or not. mk6, i have hope. if they really are taking advantage of the machine that is. ps2 can pump out great looking games no doubt and it really does have advantages like blurring and shadowing. but if you're making a game for all available resources, for god sakes, take advantage of all of them!
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They probably used about as many polygons as they could in the first place. Models don't get much better by using extra polygons- they just get more rounded. The models in mk5 didn't look blocky. I reckon with the number of polygons and the texture resolution used in mk5 you could make something a lot more photorealistic- i expect the modellers have honed their skills a bit in the meantime and we'll see a bit of `evolution` in the graphics.
It maybe of interest that the character models in tekken 4 had less polygons than those in tekken tag. Presumably they used normal mapping or something.
It maybe of interest that the character models in tekken 4 had less polygons than those in tekken tag. Presumably they used normal mapping or something.
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Actually, the character models were a little blocky.
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| MENTHOL Wrote: which is great news for xbox owners. we're sick of lazy programmers just porting multi-platform games to the xbox with no enhancements. doa3 is the measuring stick for graphics and there's no excuse why any fighting game coming to the xbox shouldn't be on par with it. port or not. mk6, i have hope. if they really are taking advantage of the machine that is. ps2 can pump out great looking games no doubt and it really does have advantages like blurring and shadowing. but if you're making a game for all available resources, for god sakes, take advantage of all of them! |
I agree totally...there is no reason that games should look exactly the same, on all 3 systems. In my opinion, that defeats the purpose of having different consoles.
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| MENTHOL Wrote: ...we're sick of lazy programmers just porting multi-platform games to the xbox with no enhancements. doa3 is the measuring stick for graphics and there's no excuse why any fighting game coming to the xbox shouldn't be on par with it. port or not. mk6, i have hope. if they really are taking advantage of the machine that is. ps2 can pump out great looking games no doubt and it really does have advantages like blurring and shadowing. but if you're making a game for all available resources, for god sakes, take advantage of all of them! |
I agree 100%

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I think they shouldnt. Not that I would mind better looking characters , but they looked great in DA , and I would rather see something else improved , like the new konquest and mini games.


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