I Never Asked For This
funniest10k:

Click here for the funnest blog you will EVER follow

saveroomminibar:

Uncharted: Drake’s Fortune. Character Head Renders.

By Rich Diamant.

saveroomminibar:

Uncharted 2: Among Thieves. Nathan Drake wire-frame and render.

By Rich Diamant.

iraffiruse:

frozach submitted

iraffiruse:

frozach submitted

saveroomminibar:

Fez.

First, everything is rendered 3D, at all times. The 2D views are just orthographic (a.k.a. isometric) views of the world from a direction or another. Since the Z component disappears, the character considers the whole world as 2D and can go from very far objects to very close objects without distinction.

Each visible pixel-art tile that you see while playing the game in 2D view is part of a 3D cube, which we call a trile. Each trile is a 16x16x16 volume which is formed of 4096 potential trixels. Obviously, not all trixels are rendered, else it would be incredibly slow… so only the border trixels are considered. But in the data storage, it’s basically a 3D presence array which tells the renderer if a trixel is present/on, or absent/off.

Read on…

funniest10k:

Follow this blog, you will love it on your dashboard

jtotheizzoe:

moshita:

transparent specimens series

Iori Tomita

These are gorgeous. Like the Secret Life of Plankton video, but bigger! Lovely stuff.

saveroomminibar:

Metal Gear Solid 3: Snake Eater. Naked Snake and Cobra Unit.

Yoji Shinkawa.