Why old games used brushes?
Why old games used brushes?
We're discussing games from earlier times when 3D modeling didn't exist, relying on hand-drawn art. Do you have a specific title that stands out for its detailed artwork?
They refer to sprites instead of polygons. The earlier graphics were limited, but you still see clear examples. Modern indie titles often mimic classic styles through brushwork techniques.
@LogicalDrm @FliP0x I am referring to, for example counter strike 1.6. On map de_nuke on tspawn there is a truck. That truck is not a model, it is made from map elements from the editor. Any reason why that is, instead of creating a model for it. (if you go into a map editor you can actually delete parts of it as you would any other object)
Back then 3D modeling wasn't as common or simple as it is now. From my experience with 3D work and conversions, it's important to think about how extra models affect performance, especially if they weren't built for this game or engine. Using existing assets with the right polygon count feels better than creating a new model just to get it to function without causing FPS drops when players approach it.
In addition, the CS1.6 system allowed servers to host all maps, so users would download only what was missing. Each update increased file size on both the server and during downloads. Considering the constraints of late-90s and early-00s internet and storage, developers adjusted draw distance, model count, and texture options. This touches on the topic of "brushwork" though.