• Thorry84@feddit.nl
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    4 months ago

    Rare kinda did their own thing and skirted the rules set by Nintendo. Nintendo did what they could to reign them in, but Rare just pushed through anyways.

    Please also check out the tits on the melon girl in Banjo-Kazooie and how hot the witch is in the game over screen. Not to mention the native american chick. And the tits on the flower in Conker (plus the character called Jugga)

    • Prunebutt@slrpnk.net
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      4 months ago

      Plus: Rare were the absolute masters of vertex colors on the N64. The ground in Banjo Kazooie was AFAIK textured gray with only vertex colors making it green for grass, etc.

      • arandomthought@sh.itjust.works
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        4 months ago

        Can you explain what vertex coloring does? Like does it create a color gradient between vertecies? And how does this help with making… “things” round?

        • blargerer@kbin.melroy.org
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          4 months ago

          They aren’t actually round. Look at the edges on her right breast against the dark background compared to how round her left breast looks. The mesh itself is quite angular still (though perhaps not as bad as Lora Croft), but the shader is using the colour’s attached to each vertex to create a gradient that gives the impression of a smooth surface.

          • frezik@midwest.social
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            4 months ago

            There’s a maxim in computer graphics: if it looks right, it is right. This is a pretty good example. Lots more angles here than initially appears, but the overall effect looks rounded.

        • Prunebutt@slrpnk.net
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          4 months ago

          It just overlays a color on a vertex. This results in…

          Like does it create a color gradient between vertecies?

          bingo.

          They used clever coloring to create the shadow/light effects which where way too advanced for the N64 if you did it the “conventional” way.

  • 🔍🦘🛎@lemmy.world
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    4 months ago

    The N64 WASN’T capable… The game came prepackaged with a RAM upgrade to handle the additional polygons

    • frezik@midwest.social
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      4 months ago

      RAM helps with textures, not polygons.

      Which might be the actual difference between these two. N64 tended to use a lot of gouraud shading instead of textures; that means a solid color with some brightness changes to simulate lighting. It had plenty of graphical horsepower to make things round-ish otherwise.

      Laura Croft, on the other hand, has fully textured clothes, but the polygon count is limited.

      • Phuntis@lemm.ee
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        4 months ago

        lara her names lara not laura why can americans not get her names lara

      • Cethin
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        4 months ago

        Yeah, it looks like there’s one more quad or two more tris on the right if my count is right. It might be slightly more than that, but not much. (Though and increase from 6 tris to to 8 tris is fairly significant.) Tomb Raider levels are a lot more complex though I assume, so limiting polygons on a thing always on screen is more important.

  • zod000@lemmy.ml
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    4 months ago

    I guess we’ll just ignore that Tomb Raider 2 came out two years before DK64 and they had gone way out of their way to “fix” Lara’s chest.

  • mindbleach@sh.itjust.works
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    4 months ago

    It could’ve done a lot rounder. N64 fillrate was hurt more by overdraw than polycount.

    Not that you’d see the difference through its blurry-ass video output.

  • Fifrok@discuss.tchncs.de
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    4 months ago

    Her triangle tits are a good optimization decision, in Tomb Raider the camera is behind the player almost the entire game, right? By putting less polygons into her tits they probably had saved enough to make the stuff you can see (her ass) not a square. You don’t put resources into what the player won’t see, this is basic gamedev people