As someone who works with prim-based modelling due to its file size, those spiders stuck out to me right away as something created from mathematical primitive geometric shapes, with a few booleans applied. The textures on these 96k demos have always looked pretty procedural to me as well, something you could create with a formula.
I think you'd be hard-pressed to create a conventional model (say a player model) with this technique. It's still highly impressive, though.
(Note that I last saw this game a week ago, so if you turn around and point out something I missed... that's because I missed it.) ;^)
Not knocking it at all, trust me. Just trying to counter the "why can't games be made like this, games are bloatware" argument. (EDIT: Which no one explicitly made, btw.)
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