#Video Game Graphics
Explore tagged Tumblr posts
iloveabortions · 6 months ago
Text
Tumblr media Tumblr media Tumblr media
Nintendo: Animal Crossing (GameCube, 2002)
2K notes · View notes
amythest-wilder · 28 days ago
Text
Tumblr media Tumblr media
Right before you materialize in Palia, ah I yearn for the void. It looks so pretty.
123 notes · View notes
justmiha97 · 13 days ago
Text
New day, new project!
So what's this?
With recent re-release of The Sims 1 and The Sims 2, I decided to fix my UC install (yay!) and return to an old project! It's been a couple of years but I learned how to edit sims 2 lighting, and thus I decided to get Radiance lighting closer to what I've always been expecting of it.
Tumblr media
So what's new in this?
For now, only night has been significantly changed, but I plan to apply this to all the weathers and times of day, as well as make the time of day switch just a bit smoother.
Keep reading for some more details:
Tumblr media
Lights are a bit more intense, and the highlights are more visible, while shadows are darker (but still affected by the room color). Blue ambience minimized.
Tumblr media
Outdoor lights get the same treatment (and yes, that is a base game light, they all have different shapes)!
Tumblr media
More precise and dramatic window light spillage indoors (Now also affecting objects)!
Tumblr media
Same applies to the outdoor objects (The spillage is softer but still visible)!
For now, this is what I've done, but for example, day is too bright, and there's still way too many shadows during overcast. There's not a lot to be done (day, morning, evening, overcast, winter, spring and autumn all have their own modes, besides the night, which I just finished) and it's easy to edit and test this (just keep reloading the lot), so I think it will most likely take just a couple of days to finish it.
Tumblr media
Will keep you posted on this one.
67 notes · View notes
janebroe · 3 months ago
Text
Tumblr media
Ethel Cain low poly poster
67 notes · View notes
keep-the-colour · 2 years ago
Text
Tumblr media
gif source
697 notes · View notes
Text
Dave Bautista doesn't look like a real person to me. He looks like an ultra-high def video game character 15 years from now
Tumblr media Tumblr media Tumblr media
He looks like he's playing himself via mocap like Giancarlo Esposito in Far Cry 6.
Tumblr media
It's him, but you can tell he's animated.
Dave Bautista has PS7 graphics.
41 notes · View notes
angelicdumpling · 2 months ago
Text
Tumblr media Tumblr media Tumblr media
florawish ❀
29 notes · View notes
fizzy-blood · 6 months ago
Text
Tumblr media
Shiny Umbreon blinkie I made, please reblog if you plan to use it.
Sprite made by my brother aka Pokeeeeaid
18 notes · View notes
machetelanding · 10 months ago
Text
Tumblr media
23 notes · View notes
jolikmc · 9 months ago
Text
Tumblr media
Oh.
Can we take a minute to appreciate how absolutely unapologetically adorable Roll is in Rockman Poker?
12 notes · View notes
krissiefox · 5 months ago
Text
How (older) Skyboxes work!
My wife was asking what skyboxes are, so I thought it would be fun to make a post showing examples of how Skyboxes can be done in Unreal 2.0 and 3.0 games. For demonstration, I'm using Killing Floor 1 (Unreal Engine 2.5) and Killing Floor 2 (Unreal Engine 3.0).
Killing Floor 1 Skyboxes (Unreal Engine2.5)
In Unreal Engine 2.5, a common way of making skyboxes was to actually create the sky scene in a separate room that can't be seen from within the playable level. You'd You would then apply a setting to the walls of the "box" around any out-door parts of the level. In-game, these walls will displayed as a "view portal" into the skybox room, thus creating the illusion of a massive surrounding environment, thus making the world feel much larger and immersive.
Visual examples below!
Tumblr media
Using my "Zombie estate" map as an example, this is how the sky of the level looks in the editor. The walls are all set to be portals into the skybox.
Tumblr media
Here's the skybox room. The half sphere makes the initial cloudy sky, then there's a gradient black ring to give it some more darkness. The little question mark block tells the game engine where to have the skies center perspective from.
Tumblr media
The in-game result - Your map has has a nice, massive looking sky to make the world feel bigger and more alive!
Killing Floor 2 Skyboxes (Unreal Engine 3.0)
Possibly due to the increases in both engine power and average computer specs by 2015, making a skybox in Killing Floor 2 is a more straightforward process. The base game includes many "skybox" type models, including a simple massive sphere that you can place over the level you built. Much like in the first game, you can customize the sky area in many different ways, such as adding lighting, fog, distant trees, mountains, buildings, etc.
Visual examples below!
Tumblr media
I'll show a few examples of skies in KF2. Here's the sky from Nuked, which is quite massive! The lighting is dark and moody to reflect the aftermath of the nuclear explosion. It's also got some nice mountains, which unlike in KF1, are to scale with everything else.
The skies in the Outpost map are quite pretty, featuring mountains, northern lights and a cold snowy winds. In this clip you can see that the mountains and sky are objects you can click on individually in order to move, scale, rotate or change their texture.
Tumblr media
Here is my map Zombie High School, showing a smaller skybox, as only certain portions of the map are outdoors. You can see that I used flat "facade" textures to decorate the background, which look obvious and fake from the high above angle inside the editor...
Tumblr media Tumblr media
..But in-game, the background looks more natural and like part of the world!
------
Unlucky is being Develop in Unreal Engine 5.0, and I'm still learning how skyboxes work in this one. The third-person plat former game template comes with a nice looking built in sky that has animated clouds, and I have tested making Killing Floor 2 style sky spheres, which seems doable as well. I'm looking forward to learning more about how skies function in this version of the engine. :) -KrissieFox
6 notes · View notes
grayrazor · 19 days ago
Text
What do you think was the most graphically-impressive GameCube game?
Tumblr media Tumblr media Tumblr media Tumblr media
2 notes · View notes
shironezuninja · 1 month ago
Text
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
While dreaming through REM sleep last night, I twisted a cop’s face.😈
2 notes · View notes
laurapalmersdiary · 4 months ago
Text
Tumblr media
3 notes · View notes
fogaminghub · 4 months ago
Text
🌿✨ Get ready for an adventure like no other! Horizon Zero Dawn Remastered is set to launch on October 31, bringing breathtaking enhancements to gameplay and visuals! 
With new foliage textures, improved NPC dynamics, and over 10 hours of motion-capture for more lifelike conversations, this remaster is sure to amaze. 💚
Pre-order now and rediscover Aloy’s journey with stunning new features! 
4 notes · View notes
autolenaphilia · 2 years ago
Text
The mainstream games industry is clamoring for more and more realistic graphics, and here I am playing the original Broken Sword: The Shadow of the Templars, (via Scummvm), a 2D point-and-click adventure game from 1996, and I'm so delighted with its graphics. The comic book art is so charming and colorful. It feels like I'm playing an interactable bande dessinée in the vein of Tintin or Spirou. And honestly I prefer that to anything realistic. Like I already got the real world? So when I play a video game, I would prefer to escape into the world of a comic book like Broken Sword allows me to.
Like just look at these random screenshots i took, this rules.
Tumblr media Tumblr media
27 notes · View notes