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File: 265 KB, 1920x1080, Metroid N64 Samus 01.png [View same] [iqdb] [saucenao] [google]
685462 No.685462 [Reply] [Original]

Always wondered what it would have been like to have a Metroid game released for Nintendo 64. I've been working on some models and scenes with that reto-poly look in mind.

>> No.685463
File: 233 KB, 1920x1080, 62147775_2293371154269332_5622380149178630144_n.png [View same] [iqdb] [saucenao] [google]
685463

Here is a back view too. Its 440 verts currently witch is less than Mario in Mario64.

>> No.685466

I'm no expert but my understanding is that N64 cartridges had some ultra-minimal room for texture data, so I'd ditch what textures you have there and use solid colors instead with black-colored edges on some polygons to make the black lines.

>> No.685467

This model's texture is 200 x 200 which is on par with Zelda 64 models. There were even characters that had 500 x 500 sized textures in there believe it or not. Not sure if you're referring to something else. I wanted It to look detailed like Super Metroid, but still limited.

>> No.685468

That's cool, I honestly did think that it looks too good for an N64 game, maybe there are other limitations you're not taking into account? or maybe my memory's foggy.

>> No.685492
File: 81 KB, 565x337, itsa mario.png [View same] [iqdb] [saucenao] [google]
685492

>>685468
A lot of game models back then weren't really all one solid piece. That might be what's a bit off.
I could be wrong, but for the most part they were lumpy shapes put together to make the forms pretty much. Pic related, Mario is mainly made of intersecting spheroids. Not much in the way of connecting geometry and edge flow. The hat is its own thing though.

Looking at OP's though, I think it's made the same way, but it's throwing me off a bit. I think it's the textures obscuring it though.

>> No.685495

>>685492

Still amazes me that this is the most soulfull Mario.

>> No.685498

>>685468
>>685492

Look at some later games like say Perfect Dark. N64 had weighted skins with polycount and texture resolution in the ballpark of Op's take on Samus.

>> No.685501

>>685492
I'd hardly call OP's work lumpy shapes connected together, I can't see any basic shapes except the head and shoulders.

>>685498
That's cool, I'm a fan of retro-3D graphics. what are some things you can do to emulate the limitations more authentically?

>> No.685508

>>685501
If you wanna be realistic about it you'd have to look at what the hardware could realistically deliver realtime.
The N64 is capable of a lot of things you could not use in a full blown game and expect it to render well at enjoyable or even playable framerates.

Take Mario 64 as an example, the ingame graphics are very simple self-lit and diffuse only Gouraud shaded polys.
The skins are pieces of geometry not weighted but simply linked together to form a skeleton of static pieces of geometry.

But at the title screen where we can play with Marios face we see the console demoing full dynamic lights from 2 simultaneous light sources
we also get to see the 'NdotH' type specular of the well known Blinn-Phong lighting model being carried out as we can see by the dynamic highlights on Marios face and hat.

https://www.youtube.com/watch?v=2ccwFGUL1SU

While pulling the face we can clearly see that the game is capable of weighted skins and also demos some basic spring/damper physics as you release them.

https://www.youtube.com/watch?v=2ccwFGUL1SU

What is technically possible on the N64 is therefore very circumstantial and far beyond what you'd commonly see while playing a game.

>> No.685509

>>685508
>2nd link was supposed to be this one
https://www.youtube.com/watch?v=Nn-Rz6lBGW0

>> No.685521

The Samus model is entirely separate parts for each segment of the body. I think the biggest difference is that the tech was new at the time and they hadn't used it to its full capacity yet. The DS Is a pretty good example of what we could do with low poly now that we understand it better. Although I'm sure it had slightly better capabilities than the N64 a lot of the models and textures seem close to N64 limitations. If you look at games like Conker's Bad Fur Day on N64 you see high detailed textures with full color range and unsegmented solid character meshes. Even Conker's face is animated with eye movement and all. I do understand everyone's point though. It looks almost overworked in comparison to actual N64, but I think it works for what I want it for. Not necessarily trying to emulate the look perfectly, but close enough. I do enjoy the discussion however.

You guys should check out The Model Resource website if you don't know about it. They have access to all sorts of models.

>> No.685558

Huh, never really thought about it at the time, but that mario face stretching titlescreen was pretty creepyass now that I look at it...

>> No.685671

Nice work mate! If only.

>> No.685672

>Always wondered what it would have been like to have a Metroid game released for Nintendo 64.
I've never wondered this but now that I think about it, I've never wanted something more in my life.

>> No.685696

Really would love to see this in action. Have you worked on anything else other than Samus? bosses etc?

>> No.685699

>>685696
Seconding

>> No.685701
File: 24 KB, 200x250, running.gif [View same] [iqdb] [saucenao] [google]
685701

>>685696
Thirded, but with the added condition they copy the goofy movement from the sprites.

>> No.685730

uhh, super smash bros on the n64 had samus? it's not exactly made by nintendo but pretty much the official model for the platform

>> No.685809

Yea she was in Smash, but those models were much lower quality to compensate for all the characters moving on screen.

>> No.685940

Are you actually going to make a game with this stuff?

>> No.686257

>>685467
u wot m8
I find that very hard to believe, as I've been working on SM64 mods before, and Mario himself is only allowed to use up to two 32x32p texture maps.

>> No.686263
File: 2.13 MB, 210x170, MarioMap_NinjaSpin.gif [View same] [iqdb] [saucenao] [google]
686263

>>686257

>> No.686267

>>686263

RE2 had higher res textures than the ps1 and it was even took up less space than 2 cd's however they did it.

>> No.686269

>>686267
It absolutely did not.
The N64 had way too little RAM so ALL the textures had to be remade for the N64 version.

>> No.686270
File: 92 KB, 510x327, file.png [View same] [iqdb] [saucenao] [google]
686270

>>686267
>>686269
pic related

>> No.686274

>>686267
that's some good crack you are smoking

>> No.686396

In regards to that Ps1-N64 comparison, It's still nearly the same amount of texture going on just split into separate smaller images. It just made it easier to manage by mashing them into one page since my software isn't limited in that way. Also in Zelda 64 some of the character textures I've looked at are actually larger than my Samus model. Perhaps someone combined all of the character's textures into one to make it easier to work with on the Model Resource, But either way it's essentially the same.

>> No.686401
File: 225 KB, 826x826, Ridley01.png [View same] [iqdb] [saucenao] [google]
686401

My next Model Is Ridley. I wanted to mash up the Super Metroid Box art design and the original Nes Metroid design. 490 verts and 400x400 tex.

>> No.686402
File: 215 KB, 827x827, Ridley02.png [View same] [iqdb] [saucenao] [google]
686402

Here's a profile view. Sort of looks like the Ridley from SSBB. Took a few small creative liberties though.

>> No.686410

>>686401
Honestly looks more psx than n64. Maybe simplify the textures?

Amazing work, nonetheless.

>> No.686426

>>686401
that's frickin' great, but >>686410 yeah, it really does look more detailed than the N64 did. Maybe because the screenshots are at a higher resolution than the console displays? or maybe the textures themselves need to be compressed more? Do the texture file sizes match N64 typicals?

>> No.686437

>>686401
Neat textures.
It's like you took the sprites and somehow wrapped it around the model. Looks pretty neat.
Do Kraid next.

>> No.686775

Thanks! I was trying to blend the styles a bit. Mother Brain is up next. Probably will get around to Kraid after though.

>> No.686872

Damn, really sick work so far. Would you mind posting more of your samus + wires? looks amazing

>> No.687879
File: 229 KB, 1101x728, Mission Final.jpg [View same] [iqdb] [saucenao] [google]
687879

Some Super Metroid ending models I've been working on also.

>> No.687961

>>687879
Eyes seem super close hombre. She's looking crosseyed.
Other than that, not bad. She couldn't really fit into the suit, no human could, but that's Nintendo's fault.

>> No.688042

>>687961
>human
>samus
shes basically half bird

>> No.688043

>>688042
No shit, but I don't see a beak anywhere on there.

>> No.688085
File: 572 KB, 320x240, 1535000046214.gif [View same] [iqdb] [saucenao] [google]
688085

>>688043
It wouldn't be an all-ages game if you could see her beak.

>> No.688086

>>685730
>Smash
no

>> No.688087

>>686401
>>686402
hey you
come on over to N64 Vault

Smash 64 finally capable of doing model imports and custom movesets
and some people are looking for someone to provide for Ridley.

>> No.688098

>>688085
Well to be fair. There was hardly any story info regarding her beak and her being a bird in Super Metroid anyway. Which looks a bit like the aesthetic this is based on. Then again, it's been a long ass time since I played. I might be thinking about the NES version.

>> No.688132

>>688087
I'd be glad to contribute. How do I get in touch with the community?

>> No.688233

>>688098
metroid has almost 0 actual story. prime is where its at for story (but the og metroids still my fav, followed by other m :^0

>> No.688536
File: 582 KB, 800x449, ndcdb0znj7ytweb0q4fb.png [View same] [iqdb] [saucenao] [google]
688536

>>688132
alright, here is the site and main page for Smash 64 stuff
http://n64vault.com/wiki:super-smash-bros-64

You will find a lot resources to help you do various mods for Smash 64.
especially the tutorials, which is here:
http://n64vault.com/wiki:ssb-guides
the tools and docs are here:
http://n64vault.com/wiki:ssb-guides
http://n64vault.com/wiki:ssb-documentation

the major mod the community is working on is called Smash Remix, where they implement many breakthroughs into one mod. the project is lead by The_Smashfather who was behind the creation of implementing Ganondorf into Smash 64
http://n64vault.com/ssb-characters:smash-remix

you can find the main SR Discord linked here:
https://discord.gg/drt84wn

if you are a contributor, ask the admin for a role so you can view the channel where you can post your progressed stuff such as models.
they had to private it since people were reposting wips uncredited

>> No.688845

>>688132
>>686401
>>686402
are you still around?

>> No.688997
File: 441 KB, 1101x728, Samus N64 Wireframe.jpg [View same] [iqdb] [saucenao] [google]
688997

>> No.689000

>>688845
Yes. I'm contacting the SR discord now. We'll see what they say.

>> No.689048

>>689000
thanks lad!

>> No.689080

>>687879
do post that model, i would like to make porn of it.

>> No.689179

>>689080
sorry dude

>> No.689389

>>685462
>>685463
>>686401
>>686402
>>687879
>>688997

It's rare I come to /3/ anymore but this is some of the coolest shit I've seen lately. Do you have a website or something set up? Love your style, man.

>> No.689437

any other retro+poly models you're planning to do?

>> No.690423

Thank you everyone for all the feedback! I Do have an Instagram @Adrian_Garcia_Art where I have most of my traffic. I also have an old Deviantart under the name Triatholisk. Im hoping to get a website up and running eventually. If you are interested in commissions you can email me at AdrianAgeGarcia@gmail.com . Also I just had the N64 samus model approved on https://www.models-resource.com/ if you're interested in downloading. More to come!

>> No.691067

>>690423
Thanks for everything mang

>> No.691068

>>690423
are you gonna upload Ridley too?

>> No.691306

Yes. I hope to upload several as I go.

>> No.691450
File: 143 KB, 744x969, 1560200930845.jpg [View same] [iqdb] [saucenao] [google]
691450

>>685467
>not power-of-two resolution
Explain

>> No.691750

It Isn't really necessary because I'm just jumbling up all the textures on to one sheet. normally they are divided up into separate textures.

>> No.691753

I think I actually realized what was making the models look too "high quality". I've been playing around with some more N64 models and realized that most of them utilize a small selection of low res textures and stretch them to work on different parts throughout the models. this causes the models to look sort of flat because you can't really do too much specialized shading considering one texture will be used all over the body and not just in one area. The textures I made were still in scale with low res N64, but were unique for each limb and therefore looked off. I still like this method of creating unique textures for each part because it allows for more complete designs, but will consider it for some models.

>> No.691755
File: 304 KB, 1096x846, Kraid001.png [View same] [iqdb] [saucenao] [google]
691755

Here's some Kraid action too btw. I actually did a few re-purposing of some areas of textures for this one so it does have more of that N64 look this time. lots of repeating elements of the textures throughout the body. Also managed to utilize parts directly from the Super Metroid sprite sheet for Kraid for authenticity.

>> No.691756
File: 246 KB, 1096x846, Kraid002.png [View same] [iqdb] [saucenao] [google]
691756

Side View

>> No.691757
File: 262 KB, 1096x846, Kraid003.png [View same] [iqdb] [saucenao] [google]
691757

Back View

>> No.691758
File: 372 KB, 1096x846, Kraid004.png [View same] [iqdb] [saucenao] [google]
691758

"Action Pose"

>> No.691818

>>691756

I would go with a higher polygon count on him. Since he is very big. At least for the head.

>> No.692453

Fucking based. Anything new?

>> No.692537

>>691753
thats an interest observation youre probably right about that. watching your thread btw.

>> No.692538

>>688997
noob here im assuming the solid lines are bones? why are the feet bones pointed down like that?

>> No.692546

>>692538
Because the foot bends at the ankle dum dum.
If he extended the leg bone all the way, the ankle would bend at the bottom of the foot. Foot bone should still end at the toes, which is why it's angled like that.

>> No.692604

>>692546
Exactly right... and hey that is'nt exactly common knowledge so no need for the hostility here. I'm sure there's a better way I could have done it too but it works for me like this.

>> No.692605

>>692604
I wasn't being hostile. I said dum dum in jest.

>> No.692637

>>692604
>>692605
>being offended by someone saying dum dum
top fucking kek

>> No.692644

>>692604
>dum dum
>hostility
please die slowly in a fire.

>> No.692666

>>692605
>>692637
>>692644
Shut the fuck up you d*m d*ms.

>> No.692706

>>692666
you shitfucker! my dad works for Nintendo and he can remotely freeze your account and devices and ban you which I'll tell him to!

>> No.692891

>>686257
That's because SM64 is barely there in terms of its technicals. It was made by amateurs.

>> No.693418

I'll succ ya dick if you post the wireframe for that Ridley.

>> No.693528

lol yall wild...

>> No.693529
File: 123 KB, 1191x825, RidleyWire001.png [View same] [iqdb] [saucenao] [google]
693529

Ridley Wire 3/4

>> No.693530
File: 109 KB, 1191x825, RidleyWire003.png [View same] [iqdb] [saucenao] [google]
693530

Ridley Wire front

>> No.693531
File: 125 KB, 1191x825, RidleyWire002.png [View same] [iqdb] [saucenao] [google]
693531

Ridley Wire side

>> No.693564

I love this thread, finally something interesting

>> No.693574

>>692891
No, you absolute retard. N64 had very limited RAM and that's why it couldn't load a lot of textures. They even released a RAM expansion later, which was required to run Majora's Mask.

>> No.693861

>>693574
The N64 had 4MB (or 8MB with the expansion pak) of unified memory that you can allocate resources to however you want which is more than other consoles of the time. The problem is that the GPU can only read textures from the tiny 4kb cache which effectively limits your texture size to 32x32px.

>> No.693864

>>691450
Maybe they used the remaining space for something else.

>> No.694156

>>686401
>>686402
If this was in an actual N64 game when I younger, I could see myself having chills under my spine.

>> No.694276

>>685492
>I could be wrong, but for the most part they were lumpy shapes put together to make the forms pretty much. Pic related, Mario is mainly made of intersecting spheroids.
It didn't have to be that way though, they just did it like that because it was simple.
https://www.youtube.com/watch?v=lw6rzcA_qQg

>> No.694303

Nintendo 64 is a terrible system.

>> No.694536
File: 114 KB, 1191x825, GunshipWire002.png [View same] [iqdb] [saucenao] [google]
694536

Samus's Gunship

>> No.694537
File: 94 KB, 1191x825, GunshipWire003.png [View same] [iqdb] [saucenao] [google]
694537

Gunship side view

>> No.694538
File: 945 KB, 825x838, MSR_Omega_Metroid_artwork.png [View same] [iqdb] [saucenao] [google]
694538

this is a bit of a unlikely request
but i like to see an Omega Metroid from you.

maybe based of his classic art or SR design (maybe bofh?)

>> No.694539
File: 104 KB, 1191x825, GunshipWire001.png [View same] [iqdb] [saucenao] [google]
694539

Gunship 3/4 view

>> No.694540
File: 212 KB, 1191x825, Gunship001.png [View same] [iqdb] [saucenao] [google]
694540

Textured Gunship

>> No.694541

>>694538
Great idea. I was wondering what direction to go next. I'll probably get around to this at some point.

>> No.694956

>>694541
thank you so much
you can do either or both, but i love his SR design the most.

>> No.695560

Here's a retro samus design based off a combination of old box art.

>> No.695646

>>695560
impressive

>> No.695735

>>694540
>>691758
this is awesome. How do you get that 90's ps1/n64 texture 'feel' though? Is there like a guide/book for that?

>> No.695887
File: 377 KB, 1209x851, SamusRetro001.png [View same] [iqdb] [saucenao] [google]
695887

>> No.695888
File: 369 KB, 1209x851, SamusRetro002.png [View same] [iqdb] [saucenao] [google]
695888

>> No.695889

>>695735
Its just a matter of playing with low quality settings. when you keep the texture resolution down and the model quality low its inevitable really. I'd also advise playing with some low poly models to see how the pros pulled it off.

>> No.696418

If you really want the N64 texture feeling you're gonna have to use 3-point texturing, which is key to its graphics' peculiar feel, basically unlike every other console, that either point filtering (PS1 and the like) of bilinear/trilinear and more elaborate sampling: https://filthypants.blogspot.com/2014/12/n64-3-point-texture-filtering-in.html

You'll need some custom shaders for that though.

>> No.696665
File: 235 KB, 415x988, Turok_Rage_Wars_ADON.png [View same] [iqdb] [saucenao] [google]
696665

This is Adon from Turok 2. Shes 2.6k verts. Judging by T2s framerate I wager about 2k polies was the max the N64 could handle.

>> No.696810

You need to smear the picture with lots of vaseline to get that authentic n64 feel.

>> No.696930

is doing low poly super easy or do i need ecperoence on pixel art to get it right?

>> No.696931

>>696930
*experience
stupid typo

>> No.696964

>>696930
So I wouldn't say it's "super easy" but its easier than more complex models. You don't necessarily need experience in pixel art either. You can always learn as you go. It's better to start and get hands on with it than to keep waiting around and potentially never get around to it I'd say.

>> No.696965

>>696665
Wow that's impressive considering the highest polys I've seen on a character has been no higher than 600 verts. Is she the only thing on screen? haha

>> No.697567
File: 154 KB, 1344x810, RidleyClassicWire.png [View same] [iqdb] [saucenao] [google]
697567

A more classic styled Ridley. I really like the way his neck and head are fused and how they bend and curve.

>> No.697568
File: 407 KB, 519x593, RidleyWaterColor.png [View same] [iqdb] [saucenao] [google]
697568

Here's a water color I did of the same classic style Ridley.

>> No.698889

>>685467
N64 models usually had multiple 32x32 textures, modern rippers combine those textures onto one texture sheet and adjust the UVs.

>> No.698906

>>697567
I wonder how he open his mouth

>> No.700530
File: 139 KB, 1191x825, MetroidWire001.png [View same] [iqdb] [saucenao] [google]
700530

>> No.700531
File: 141 KB, 1191x825, Metroid001.png [View same] [iqdb] [saucenao] [google]
700531

>> No.700532

>>688997
would benefit from a few triangles

>> No.700581

now make sfm porn with your models

>> No.700625

>>700532
Not sure what parts you're specifically referring to,but yea I used squares just to make modeling and texturing easier for me.

>> No.700626

>>700581
I will be uploading the models eventually, but its whoever else's business what they decide to do with them haha

>> No.702661

>>700626
could you import them to brawl or smash 4? i love that Ending Samus and the Ridley

>> No.702685

Remake Super Metroid in 3d with assets like these, but make it full 3d action instead of a platformer, with levels vaguely similar to the original.
The very thought gives me tremble.

>> No.703040

>>693861
Doesn't that just mean you end up doing sprite charts, but for 3D models?
And toss in a lot of triangles so you don't need to stretch the textures too much?

>> No.704257

N64 games are limited to 32x64 rgba16 textures or 32x32 rgba32 textures.
If you use indexed textures you can get 64x64 for a 16 bit color index, or 64x128 grayscale 4 bit intensity texture.
To use larger textures you have to combine multiple different UV maps.
In general the hard limit before significant lag would be 6 to 8k triangles total depending on graphics settings.
You can indeed do skinning on the N64 but most modding tools do not support it.

>> No.704348
File: 245 KB, 1080x1330, Screenshot_20191009-212733__01.jpg [View same] [iqdb] [saucenao] [google]
704348

If you guys want more of this shit check this guy our he does this sorta thing alot, right now he's doing it with BoTW

>> No.704353

>>704348

What a cunt.

>> No.704437

>>688042
she was born a completely normal human and the bird people just 'upgraded' her through never explained means. It's more likely she's a cyborg

>> No.704443

>>704437
She was born a human, yes, but your comment on her enhancements is incorrect. She was infused with Chozodian DNA by the Chozo so that she could use their armor and technology in addition to other augments. She has some cybernetic implants, but not enough to be a cyborg anon.

>> No.704446
File: 955 KB, 1191x825, Brinstar001.png [View same] [iqdb] [saucenao] [google]
704446

Oh yea I love The Regressor's work. He has a ton of material. It's not quite perfectly on the money, but it looks close enough for my liking i'd say. Definitely check him out!

Also Here are some Brinstar caverns I worked a bit on. Looks way cooler in 2D I must say, but I'm trying to recreate the effect somehow. Open to suggestions though.

>> No.704447
File: 22 KB, 512x448, Brinstar2D.png [View same] [iqdb] [saucenao] [google]
704447

Here is the Super Metroid Brinstar reference.

>> No.704492
File: 2.28 MB, 1030x720, 2019-10-10 21-02-26.webm [View same] [iqdb] [saucenao] [google]
704492

Hey guys I'm a big Mario64 autist and N64 graphics nerd so if you have any questions on what an actual N64 game could be capable of I can probably answer most questions.
Many people here seem to be under the assumption that you need to reuse textures a lot and have to be super limited on triangles.
While you do need to try and optimize space and keep texture sizes in mind, you don't have to be as conservative as a lot of early devs were. For example here is an level I made for mario64 where I feel like I got a lot of detail and variety out of my textures. With certain UV mapping (N64 supports mipmapping and multitexturing btw) you can get a lot higher quality than what most games did.

>> No.704512

>>704492
Will it actually play well on an N64 or just emulators?

>> No.704551

>>704512
It works on N64 I have tested it on an everdrive

>> No.705306

>>704492
Isn't the biggest bottleneck that the modern dev cycle of compile -> test -> compile ON UNIT didn't arrive until the next gen?
I can also image UV unwrapping being a piece of shit with 1996 dev setups.

>> No.705440
File: 43 KB, 1000x563, myrah.jpg [View same] [iqdb] [saucenao] [google]
705440

Can anyone explain why we don't have stuff like what op posted or something akin to models you could see in let's say Quake 3 in modern indy video games instead of hipster minimalist crap like pic related, the style heavily associated with the term "low poly" in the context of video games right now.
Tomb Raider 1 was very low poly and it pulled off a realistic impression with it's textures, so as Half-Life 1.

>> No.705442

>>705440
Anyone with artistic ability to make Quake 3 quality models will prob use the contemporary tools and engines to make stuff that is much higher end than what you saw in Q3.

Most of the people who go for this kinda lowpoly look do so because that is the limit of what's within their reach artistically.
You fail to realize that it isn't easy to make Q3 type models just because they're lowpoly, they are kinda cutting edge of what can be achieved with that poly count and that texture res.
They require the same level of artistry and sense of shape that will allow you to create contemporary AAA type content.
Most artists who are capable of making them simply are not into compromising themselves artistically by imposing unnecessary technical limitations.

>> No.705443
File: 309 KB, 1920x1080, how it looks in high resolution.jpg [View same] [iqdb] [saucenao] [google]
705443

>>705442
The op must be a pro from AAA industry then. Look >>691755>>700531>>687879>>686401

>> No.705450

>>705443
Not to throw shade on Op, I like his work, but Quake 3 is quite a bit beyond what the Op are doing in terms of artistic complexity.

Op reminds me of the art direction in the game Shogo: Mobile Armor Division.

Q3 is state of the art for it's time: https://www.youtube.com/watch?v=OKwxAQZoox0

If you can make those models you can make pretty much anything.

>> No.705451
File: 474 KB, 1280x651, shogo.png [View same] [iqdb] [saucenao] [google]
705451

>>705443
>>705450

Just look at >>687879 and this screen from the 98 title Shogo: Mobile Armor Division. Looks like it could've been the same artist.

Now let's nostalgia: https://www.youtube.com/watch?v=--c7T6UDsqM

>> No.705462

>>685462
Consider that n64 had shitty ram amount, so you should remove those lines and leave only flat colors.
This low poly model has to be even more low poly.
Usually n64 used a lot of smooth on litterally simple cubes.

>> No.705534

>>705462
Read the thread. All of this has been covered.

>> No.705713

>>705306
Yes it was much more difficult to develop on old dev units than modern setups with emulators but later devs definitely had much better graphics techniques than stuff like sm64 and OOT.
This level here is nothing anyone would make in a normal game because it is 2 minutes long and take up 1mb of memory. Its just sort of an extreme example

>> No.705725

This web app really woed me showing me just damn far rare pushed the n64 with banjo and kazooie. If only had nintendo gone with cd instead of cartridges i can only imagine what the other AAA devs coulve done giving the system full support. .

https://noclip.website/#bk/1B;AAWsdNUQ,W+9bIiMUu2??W,DI@4*Y:AUfcA2UUKh,Wjz:x97NE&9Sv9tT%5eeR+WWt+W

They where masters of using vertex blending and baked lighting.

>> No.706453

>>704446
God, that looks disgusting. I mean it's awesome but it looks fleshy and yucky like if I were there I'd puke inside my suit.

11/10.

>> No.706487

I just started Blender 4 days ago. Obviously I have a ways to go, but I also wanted to design N64 limited 3d models and textures. Regarding textures, would basic Paint be good enough to make textures? Would using materials be 'cheating'? UV Unwrapping and texturing is my first wall I've hit.

>> No.706491

>>685462
I think you should remove the spikes or make them bigger and wider. They look too detailed and precise. Also make the black lines just a darker color of the part they're on. Black lines are okay on the gun. Good job otherwise.

>> No.706493

>>686401
Now the Ridley is really good. Try making the teeth almost 2d flat

>> No.706658
File: 266 KB, 1024x768, 4XkK56f.png [View same] [iqdb] [saucenao] [google]
706658

>>705306
And that's why DS games look leagues better than N64 and Playstation games.
Modern tools with weak hardware.

>> No.706659

>>705451
I want to model Shogo with actual good low poly anime models.

>> No.706662

>>705306
Cry more fgt

>> No.706663

>>706659
I want a Shogo that's not a broken POS

>> No.706838

>>706487
You can download Gimp and that is a sort of Photo Shop that is free. I definitely wouldn't recommend using MS Paint. At that point you might as well just use Blender's built in texture editor. Low poly is quick and easy to work with, but may need some high poly experience before you can understand how to break it down to low poly effectively. Also I'd recommend downloading N64 models and analyzing them well to really see how they pull it off.

>> No.707022

>>706659
That would be nice.

>>706663
That would be nice too.

>> No.707098

>>700530
>>700531
cute!

>> No.707460
File: 826 KB, 1816x1250, snapshop_banjokazooie-house-fullbright_noclip.website.png [View same] [iqdb] [saucenao] [google]
707460

>>705725
>Texture isn't used for color
>Vertex color is used for color and shading
huh. That do explain why the image quality is significantly higher than in Quake. And that do explain why the textures scale so well with increased resolution.

>> No.707461

>>707460

Vertex color was used for lighting information AND texture blending but the colored lighting affects the texture color. Lots of games do this trick even to this day, but its very impressive to see it being done so well on the n64.

>> No.707538

>>707461
N64 has a lot of games thats just textured models where vertex is only used for shading.
Or just pure vertex color.

I guess the true horror is that vertex color didn't catch on for the PS2 generation, since it would involve more texture with less bottleneck.
I guess it didn't catch on for PS1 stuff since it can't render stuff without the need to compensate for polygons warping everywhere.

>> No.707871

>>705440
Well there actually are a couple games with genuinely retro graphics. There's all those puppet combo games, and that one Silent Hill knockoff that everyone loves but I can't remember the name of. Return of the obra dinn as well. Personally I think it comes down the fact that you can just plop memepoly into any engine with minimal effort, while doing good low poly requires either a lot of tweaks or a custom built engine, both things that require more effort and specific knowledge than modern game devs are willing to put in.

>> No.707982

>>687879
Looks pretty good. But the angle of the eyes are too slanted, I think.

>> No.709879

>>706487
Would fullbright be the wrong way to go about it?
I.e you want to limite the amount of detail in textures, and instead try to have vertex color to the hard lifting via color/tone/shade instead.
There is a pretty large difference between games like Mario where vertex color is only used to add shades of grey/black, and games like Banjo Kazooie where quite a few textures are monochrome, and vertex color is used to add radiant bright changing colors, on top of shading gradients.

>> No.709913

>>704348
Looked at his blog and an example UV grid he uploaded was 500x500, so what the other anon said is right if he's following the N64 limitations.

Love these models so much, great job OP.

>> No.710206

I'm guessing if she had a game, it would be a 3D collect-o-thon in the same vein as DK64,Banjo,Mario 64.

Would be killer to see.

>> No.710289

>>709879
I just prefer the look of fully textured hand crafted charters more. I also like when they use a high detail model and snap shot it for use in texturing like in Conkers Bad Fur Day. This has an interesting feel I think.

>> No.712953

don't die you bastard

>> No.713019
File: 336 KB, 1209x851, MotherBrain002.png [View same] [iqdb] [saucenao] [google]
713019

Some Mother Brain shots

>> No.713021
File: 373 KB, 1209x851, MotherBrain001.png [View same] [iqdb] [saucenao] [google]
713021

Some Mother Brain shots

>> No.713031
File: 320 KB, 1209x851, MotherBrain003.png [View same] [iqdb] [saucenao] [google]
713031

Some Mother Brain shots

>> No.713163

>>713019
>>713021
>>713031
very nice

>> No.713316

>>694276
>because it was simple
Basically, because nobody involved knew what a polygon was before development started.

>> No.713378
File: 1.05 MB, 270x150, giphy.gif [View same] [iqdb] [saucenao] [google]
713378

>>713316
Wrong.

>> No.713411

>>713021
shit nice

>> No.713801

>>688997
Are the ridges on her shoulders not connected to the rest of the mesh? I've seen a lot of low poly models do this. Is this okay for animation/texturing?

>> No.713914

>>713801
Why wouldn't it be? If they're weighted right they'd animate just fine. It's arguably easier to weight separate parts than it is something meshed together or organic.

>> No.713936

>>713801
that's the retro way

>> No.715008

>>713914
Most N64 animations were not weighted. The reason for this is because the vertex buffer at max was 32 vertices which made things a lot more difficult to animate.
Usually if you didn't have a fat roll model, you had a model where the connections were just made with stretching, aka keeping the 16 verts loaded in the buffer when you went to rotate the next model those triangles would stretch to connect the two parts.
Rotating the vertices individually akin to a true weighting system would take up way too much memory and be a lot more cpu intensive so rarely anyone did it.

>> No.715009

>>685495
Oh shut up

>> No.716170
File: 121 KB, 259x303, tumblr_mpehe23lKk1qb9oa5o1_400.gif [View same] [iqdb] [saucenao] [google]
716170

What's a good amount of bones to use on a character model?
Making a character similar to pic related. My google-fu isn't working.

>> No.716226
File: 90 KB, 943x1068, mario rig.png [View same] [iqdb] [saucenao] [google]
716226

>>716170
Just make one for every part that moves. At N64 resolutions you can go without having fingers/toes but you'll still want normal body movement. Here is an image of mario's rig if that helps

>> No.716232

>>716170
If turok 2 is anything to go by n64 could handle a good amount of bones per characters specially the boss fights. You could embellish abit on the main char and just do bare basics on everything else, but the 2d metroids dont fill you screen with mobs.

>> No.717460
File: 191 KB, 716x716, screenie1.jpg [View same] [iqdb] [saucenao] [google]
717460

>> No.717461
File: 303 KB, 716x716, ss01.png [View same] [iqdb] [saucenao] [google]
717461

Not related to op but I here is some somewhat related oc, Wings3d 1.4 cause I'm on some ancient hardware, photoshop7, etc

>> No.717462
File: 109 KB, 716x716, ss2.jpg [View same] [iqdb] [saucenao] [google]
717462

This ship, when I eventually rig, retracts the bubble cockpit back in and all three sides come together like a clamshell for max defense or reentry purposes, thrusters on back two for each third

>> No.717538

>>717460
Pretty rad. Where did you grab these from? I've love to be able to rip 3d models from old games and check their wireframes.

>> No.717543

>>717460
How good is this compared to Blender for low poly models? I downloaded both but haven't used this one yet.

>> No.718726

>>717460
raaaad

>> No.719223

>>717538
OH, I made those last week
>>717543
I really enjoy the decluttered wings interface for poly modeling>>718726

>> No.720342
File: 72 KB, 200x200, tips_fedora_anime.png [View same] [iqdb] [saucenao] [google]
720342

>>705440
minimalism is effective and helps artists start out with limited time and resources

youre just a contrarian edgelord

simplification and symbolism has been used by artists since the begining of art and it helps communicate the maximism amount of expression with the smallest mental processing power

the crabs in a bucket mentality pisses me off because you guys are just so negative that you dissuade capabile artists from actualyl making something and making money so they can make better shit in the future instead of just being a spiteful jealous NEET chasing unicorns

>> No.722445

bumperino

>> No.723946
File: 148 KB, 1191x825, MotherBrainWire001.png [View same] [iqdb] [saucenao] [google]
723946

Here's some Stage 2 Mother Brain stuff.

>> No.723947
File: 112 KB, 1191x825, MotherBrainWire002.png [View same] [iqdb] [saucenao] [google]
723947

>> No.723948
File: 94 KB, 1191x825, MotherBrainWire003.png [View same] [iqdb] [saucenao] [google]
723948

>> No.723952

you've put a lot of work into all this stuff, is this just for fun or are you planning on actually making a game?

>> No.723954

bump

>> No.724056

>>723952
I just enjoy making the stuff. I don't have the Ability to actually put a real game together, but if anyone is interested in joining a Metroid 64 project I'm all in haha

>> No.724392

>>687879

damn looks like a severe case of fetal alcohol syndrome with the eyes there.

>> No.725172
File: 1.02 MB, 480x360, 1580267175654.gif [View same] [iqdb] [saucenao] [google]
725172

>Completely forgot this thread existed
>Still surprised it's still here after so many months later
>Some of the most kino looking low poly modeling I've seen in years
Based as fuck, if this was a real Metroid 64 project it would have been the best thing on 64. Great work to the artist here.

>> No.725553

>>723948
>>723947
>>723946
thicc
do texturing next!

>> No.725973

>>704492
What was the resolution of Link's model textures in OOT? Even s ballpark would be helpful, I've been googling but can't find this anywhere. Been struggling to emulate the look.

I'm currently making a bit of a OOT/MM style game although I don't plan to make it as a ton hack or anytjing but rather an original game

>> No.726015

>>725973
it seems a lot of 64 textures are around 64x64. I just usually make my textures 64x64 and if I do smaller I just keep halving it. 64, 32, 16 .etc

though I do like to combined my textures so its easier to organize and I usually give myself around 400x400 to play with, but divvy up the space into small 64x64 textures.

>> No.726075

>>726015
Interesting, I was starting with 32 and even upping it to 64 it still seemed much more pixelated and blocky than OOT for example. Obviously the scale of the UVs matters s lot here.

Any idea how they got the textures to look so smooth for small details, i.e. Link's face? Importing into unity with bilinear rather than point filtering still leaves a lot to be desired

>> No.726086

>>726075
You can likely be very frugal with your UVs. Many parts of his body (gloves, boots) look like they are just thin strips of texture stretched across a large area. With a symmetric face, you could probably save half of the texture space and mirror the UVs.

If you are not limited by actual hardware, you don't need to limit yourself in this way. Just emulating the effect of limited texture space (simple, anisotropically stretched, reused texture patches) is probably enough to get the "look"

>> No.726092

>>726075
The N64's approach to bilinear filtering differs significantly from modern applications, giving it a unique look.
https://twitter.com/maxlebled/status/952068566899200000

>> No.726095

>>726092
Nice, I'll look into implementing this as a unity shader

>>726086
Will take this into account and post results when I have something

>> No.726097

>>726095
>unity shader
If you manage it, do report to the thread, that could be fairly interesting.

>> No.726339

>>726097
Working on it tomorrow. Will post if something good comes out of it but I'm not that great with shaders

>> No.726366

>>726092
how does this upper left + bottom right thing work? It sounds very different from traditional bilinear filtering (nearest 4 textels). In the first place upper left + bottom right form a straight line, so the interpolation wouldn't be bilinear.

>> No.726374

>>726366
>>726092
http://filthypants.blogspot.com/2014/12/n64-3-point-texture-filtering-in.html?m=1
Looks like it probably is just barycentric interpolation on the nearest 3 texels, and not whatever the guy on twitter said.

>> No.726474

>>724056
What are your rates for making custom models and how can I contact you?

>> No.726504

>>726474
DM on Instagram @ adrian_garcia_art

>> No.726683

>>686267
I think you mean that it ran at higher resolutions.
>>686269
It wasn't ram, it was storage space on the cart.

>> No.726734

>>697567
Did you make a textured version of this one?

>> No.726738
File: 104 KB, 766x766, RidleyClassicTextured.png [View same] [iqdb] [saucenao] [google]
726738

>>726734
Yes I did actually.

>> No.726739

I did actually start on a big new project and have a ton of goodies to share when the time is right so stay tuned.

>> No.726755

>>726739
Goody

>> No.726811

>>726738
neato

>> No.729275

justice bump
also wash your hands OP

>> No.729378
File: 138 KB, 441x406, Skree.jpg [View same] [iqdb] [saucenao] [google]
729378

<3 TY Stay safe everybody!

>> No.729391

Ty OP this thread has been in my bookmarks for months. Really inspiring work!

>> No.729406
File: 348 KB, 512x512, EVA.gif [View same] [iqdb] [saucenao] [google]
729406

I love low poly so fucking much.

>> No.729447

>>729406
Damn!
Source on this?

>> No.729469
File: 1.74 MB, 300x290, 1580713025593.gif [View same] [iqdb] [saucenao] [google]
729469

>>729406
>mosaic filter in post

>> No.729490
File: 1.97 MB, 320x240, sonic jam.gif [View same] [iqdb] [saucenao] [google]
729490

How is it even possible for something so simple to have so much soul?

>> No.729510

>>729490
What Sonic game is this from?

>> No.729511

>>729490
for one, given technical limitations

>> No.729533

>>729510
>filename

>> No.729535
File: 123 KB, 1178x986, Captain Falcon.png [View same] [iqdb] [saucenao] [google]
729535

>>687879
I think you're adding way too much geometry to the face when you can get away with a lot less and still look pretty good.

>> No.730582

>>704492
forums to talk about this topic and learn?

>> No.730584

>>726015
pixels?

>> No.730590
File: 120 KB, 1920x1080, Castlevania - Legacy of Darkness (U) snap0030.jpg [View same] [iqdb] [saucenao] [google]
730590

>>685468
This is an actual n64 game so I don't see anything in that model that is anywhere near this.

>> No.730693

>>730590
since this is such a limited scene, is the character in the distance (blue) a higher polygon count than a typical n64 model?

>> No.730694

>>730693
You can compare him with the player character model in the foreground. Also keep in mind that he's the only geometry in the scene. This model probably wouldn't run in a regular game environment.

>> No.730703
File: 198 KB, 1280x960, Castlevania (U) (V1.0) snap0093.jpg [View same] [iqdb] [saucenao] [google]
730703

>>730693
Let me use another example in the same game with everything else rendering too.
I knew that was going to be the response when I posted that one, but I just wanted to show how far things could be pushed.

>> No.730927

>>730693
The n64 was very powerful for its time dude, the ps1 was a fucking potato by comparison.

Go play some turok 2 and you will understand just how good it could get.

>> No.730929

>>730927
They both have their pros and cons, but effectively comparison isn't possible because the true developments started years apart.
N64 sacrifices quality for speed, PS1 was a very efficient design with off the shelf components. They both fall flat against what "real" personal computers at the time were capable off. I wasn't impressed with both of them when they were released, but I can appreciate the work that goes into designing such a device from the ground up. They are for playing just games after all.

t. embedded systems engineer

>> No.730945

>>686426
part of it is the textures are also not being blurred by the N64. It adds a blur effect on top to smooth out the roughness of the textures.

>> No.730946

>>704446
feels too closed up IMO, N64 games (esp single-player adventures from Nintendo) pushed big worlds heavily, even if it cost framerate.

To really look like an N64 cave IMO, it needs to be larger and have weird color fog blocking off the distant scenes. Just giving helpful critique, your stuff is cool. I hope to get to your level "soon"

>> No.730967

>>730929
who the fuck even had a gaming pc in the early 90s? They obviously existed and people played games on their pc but it wasnt common. if we are talking about a computer strong enough to run 3d games better than the n64 and ps1 I dont think typical people had those. And if you did they were fucking expensive. The ps1 and n64 were impressive at the time to most people. Besides even if you were one of the few people back then with a "gaming pc" how manygames were there that looked that much better than console games anyway? I dont think there were that many to justify buying a machine for that back then.

>> No.730979

>>730967
The mid 90's is when the 'gaming PC' started to emerge on a wide front, with enthusiasts equipping their rigs with the Voodoo and Riva TNT cards.

The PC flagship titles had more advanced graphics and smoother framerates than the consoles back then. Around the release of N64 you had titles like Quake 2 leading the charge on the PC.

By Ocarina of Time you had Half Life on the PC.

>> No.730984

>>729490
basically some personal project to make some comfy sandbox/playground game

>> No.730985

>>730979
it was once when Unreal started to kick N64's ass in capablities

>> No.730990

>>730985
>>730979
What percentage of households in the mid 90's had computers like that though? I really would be surprised if in a developed country back then, more than 10-15% of houses had computers like that. Gaming was a lot more niche back then, and I don't think most people in the mid 90s even had a computer let alone the interest and knowledge to build one strong enough to play like your describing. The majority of people that did have a pc back then probably had a computer that just played solitaire and ski free.

While they existed I just don't think they were that relevant beyond a underground scene. I don't doubt that there were small groups playing games like you are describing but for the average person, most people, the n64 and ps1 was probably the best thing they had ever seen game play wise.

>> No.731005

>>685462
Metroid on N64 would have been something like a mix of Jet Force Gemini and Perfect Dark.

>> No.731011

>>730967
I did and a pretty good one too. I bought some of the first 3D accelerators available to consumers, only to be severely disappointed. The professional stuff was always years ahead of what plebs put into their machines.

>> No.731054

>>731005
in reality, its just Turok, thanks to the makers that went to make Metroid Prime :^)

>> No.731097

>>730929
>>730979
>Comparing a 1996 system
>With components from 1998-1999
Lmao
Main problem with the N64 was that the PS1 got all the games, so it got all the engine tech, which is vital to push the system.

>> No.731098

>>730990
Over here in sweden it was pretty common, in the early nineties it was common enough that everyone knew a few people in their class that had nice computers at home.
Thinking back I had at least three close friends that had PC's on which we would play Doom, Duke Nukem and later Quake.
I came from a low income household and my family did not have one early on, but by the mid nineties the government realized that the internet
and computerization was prob the future so they ran programs in which state employed workers could buy computers at tax subsidized prices thru the swe equivalent of a county.

By the time of the N64 my single income family had a pentium II 400mhz, which I later bought a Riva TNT2 for via my savings.
I recon the majority of swedes by ~97 had access to hardware they could turn into gaming computers for a similar size investment as buying a console.

LAN parties was also really big thing back then where everybody pooled their computer at someones house and you'd take turns playing
multiplayer games there over local network so even the kids who didn't have a computer themselves would get exposed to a lot of PC games that way.

>> No.731142

>>731098
how common is common though? Im genuinely curious. And I may be making an argument out of nothing but it just seems like a poor comparison for people to be comparing tese two things.

If we are saying 10% or less of households at the time had this technology I dont think its worth comparing it to anything else at the time as if it was standard. if it was closer to half of households I would understand the comparison people are making. People had PCs back then but most PCs were just for checking email and boring shit like that. I understand that in your example you bought some stuff to upgrade your families machine and everything but how many people back then were doing that? How many people already had a machine and also had the extra money and the knowledge and interest to do that? There is a lot of overlap there that needs to happen and I dont see it applying to most people in a time where gaming was a lot more niche.

Nasa at the time had a computer 100 times more powerful than yours im sure, so does it make your gaming pc unimpressive?

>> No.731197

>>731142
>If we are saying 10% or less of households at the time had this technology I dont think its worth comparing it to anything else at the time as if it was standard. if it was closer to half of households I would understand the comparison people are making
i dunno about the us but in eastern europe it was certainly the standard. i reckon about 60-70% of my (working to middle class) classmates had a gaming-capable pc in the late 90s whereas i knew ONE kid with an n64, and then he stopped attending our school because his rich parents moved to the suburbs. the ps1 was a little more common, because you could pirate games. while you might think of pc gaming today as something expensive/elitist, back then i think it correlated with relative poverty ("our son needs to understand all that computer shit so he can have a better job than me"), an consoles with wealth ("my precious baby deserves all the newest toys!"). it was much easier to convince your parents that you need a pc at home than an expensive toy that blocks the family's only tv exactly when mommy wants to watch her soaps.

>> No.731231

>>731142
My father bought his first PC in 1992. 2 years later he bought a new one and i got the old one. 1 year later and i had a new one. Right in time for Doom.
75% of all Boys in my school had access to an PC, only 40% had consoles.
Gaming was not a niche, every boy in my class played videogames, even a couple of girls.

>> No.731237
File: 258 KB, 923x855, Classic Ridley 3DPrint.png [View same] [iqdb] [saucenao] [google]
731237

Hello all. I see some very passionate arguments going on here. Nice to see more people interested in low poly gaming. I personally feel that Ps1 and N64 are marginally different and have more of a balanced relationship with each other. They focus on slightly different elements, but ultimately they are very similar. I like the level of detail you can get on PS1, but I like the smoothness and brightness of N64. Often I feel like a lot of the ambition of PS1 games was lost in its muddy graphics and poor resolution where as N64's Simplicity and texture blending made it look cleaner.

On a Side note, One of my close friends recently got a 3D Printer and we've been trouble shooting trying to make a Ridley Statue. Here's what I have so far.

>> No.731241

>>731231
>>731197
I'd still be interested in hearing other peoples side of it in the thread, but I can admit I was wrong if it was as common as that.

>>731237
I've heard it's difficult to convert a 3d model into something printable, unless the model was made with printing in mind from the ground up, is this true? Do you think any of your low poly models would print?

Low poly is nice. It's like art. You can paint a photorealistic picture but at that point in most cases you should just use a camera, and the paintings of interest become the ones that are unusual or abstract in some way.

>> No.731243

>>731241
p.s not to say that the photorealistic painting or game isn't impressive or fun for what it is, but when it becomes the norm thats expected, it ceases to hold your attention just because it looks that way. at least thats my take on it.

>> No.731342

>>731097
Do consoleplebs not know the power of PCs at the time? A Voodoo could run games far above the 240p 20 FPS with drops shitfest that was the N64. You didn't need to stretch textures across the whole environment and you didn't need copious amounts of fog.

>> No.731344

>>731342
1998 Voodoo? Sure.
What happened is that the 5th gen consoles was released, and a insane tech leap happened within a few years, alongside massive changes in how technology was segregated between the various end user segments.
It means that in 1996 they rolled out workstation hardware for end user consumer consoles, as toys.
But then in 1997 and 1998 the price of parts and industry of scale has changed things so drastically that people could afford high end PCs for home use.
This is "The power of the PC", which by all accounts did not happen in 1996.

But there is a bunch of worse issues creeping around:
The N64 can do 480p rendering, while the PS1 is stuck with super uber shitty low resolution. And PCs ended up going for actual VGA resolutions for no reason other than it was the default.
So once it was no longer a hardware limitation resulting in very questionable resolution/palette/scrolling, the leap to full VGA was huge. And 2D games would benefit the most from it, which made the leap even bigger.
tl:dr
Leap would not have been as big if PS1 could do native 480p, which it couldn't , which resulted in a shitload of early PS1 2D games being randomly shrunk due assuming 480p would be native.

>> No.732310
File: 2.39 MB, 1024x768, untitled_ps1.webm [View same] [iqdb] [saucenao] [google]
732310

Rate my first attempt at 'low-poly' I'm going for a PS1 RE type vibe, any tips for improvements?
Thank you!

>> No.732314

>>732310
I watched the webm before reading your post and I assumed this was a reaction image from a ps1 game to a garbage post. I think that could be a compliment.

>> No.732324

>>732314
lol yeah that's a pretty good one i guess, thanks!

>> No.732328

>>732310
Drop textures and go for more polygons using vertex shading.

>> No.732342

>>732310
looks dope I like that the background looks baked in and the model stands out. You could add a shitty circular shadow under the model, I recall that from those days.

>> No.732347

>>732310
Theres oviously plenty of problems with that animation like the walk cycle. But for it to simulate PS1, its perfect.

>> No.732393

What era of 3d does this video provoke?
https://www.youtube.com/watch?v=F5edvPHppuI

>> No.732398
File: 215 KB, 1600x927, voodoo1superfb[1].jpg [View same] [iqdb] [saucenao] [google]
732398

>>731344
>1998 Voodoo? Sure.
What? I'm talking about the 1996 Voodoo1. It could run GLQuake at 480p 16-bit color at 25-30 FPS. N64 could do nowhere near that.

>> No.732410

>>731237
that's pretty fucking amazing

>> No.732418
File: 29 KB, 128x128, 1567026240204.png [View same] [iqdb] [saucenao] [google]
732418

>>732398
>GLQuake
>25-30 FPS
pathetic. what poor mans CPU do you need for that

>> No.732442

>>732398
>Comparing a port with improved lighting system and full AA
>With a $1000 rig
>When the real competition didn't even land until 1998
lmao

>> No.732472
File: 1.30 MB, 1024x768, bg_test1.png [View same] [iqdb] [saucenao] [google]
732472

>>732328
thanks, ill have to find a good tutorial for vertex shading then
>>732342
yeah that's just what i was going for, the background is pre-rendered. the circle shadow might be tricky
>>732347
i swear im not hiding the fact that i just learned how to animate haha

>> No.732473

>>732328
not him but what fucking textures?

>> No.732489

>>732473
The way each area overlaps is a dead give away anon.
Flat gourard color behaves differently and scales better against display size when mushed.

>> No.732492

>>732489
looking at the arms i just dont see any texture, what part of the model are you talking about other than the knees?

>> No.732493

>>732492
>>732473
If you can't tell that is just a unwrapped model given a texture map, you are blind.
Jesus
The big giveawayss is:
How all the face detail is aliased
How all edges are aliased
The tear/pads on the jeans, and how they alias.
The sleeve of the t-shirt and how it bleeds into the arm, a common artiact.

If you are illiterate at the subject, I would start with
https://all-things-andy-gavin.com/2011/02/02/making-crash-bandicoot-part-1/
They do a good job and covering WHY crash is untextured for the most part, and why its necessary for rendering at some variant of 240p.

>> No.732495
File: 10 KB, 150x150, BODY1_texture.png [View same] [iqdb] [saucenao] [google]
732495

>>732492
>>732493
can confirm they are UV unwrapped textures.
Not good ones, but I'm relatively new to this.

I used this method to emulate the method they used to make characters in Resident Evil, while are unwrapped texture files, i'm very sure.

>> No.732502
File: 121 KB, 1242x1224, 1571609387372.jpg [View same] [iqdb] [saucenao] [google]
732502

>>732393
>What era of 3d does this video provoke?
garbage era

>> No.732519
File: 33 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
732519

>>732310
pixels are a bit more pixellated yet detailed in OG ps1 games. Especially on characters. You char seems a bit too low-detailed and smooth.

>> No.732522

>>732519
Does anyone know the exact pixel dimensions and dpi a character might be?

>> No.732523

>>732522
Textures are up to 256*256, DPI im not sure
Normally they paint at a higher dpi then downscale and pixel paint it for details. There are some algorithms that can downscale while preserving more information using machine learning.

Read for textures https://old.reddit.com/r/gamedev/comments/4fewwm/how_were_lowresolution_textures_in_ps1_games/

pixellating using some python script: https://old.reddit.com/r/IndieGaming/comments/fg13og

>> No.733497

>>707871
Is it summerford?
https://www.youtube.com/watch?v=uFVl9ckVqEk
I'm curious to what game you're talking about. There is also one with a schoolgirl on modb.

>> No.733498

>>732393
I wish there was a whole game like this where you run around a city, maybe skating or jet set radio kind of thing.

>> No.733856
File: 178 KB, 1017x801, ZeroSuitSamus.png [View same] [iqdb] [saucenao] [google]
733856

Working on a zero suit Samus with enough parts of her power suit attached for her to use her abilities. Probably will end up with several variations of her with less armor elements.

>> No.733868

>>732393
the era of GAMES DIDN'T LOOK LIKE THAT in the '90s

>> No.733872

>>732310
I don't understand why 95% of games don't have a rotation animation, there is no technical limitation for this
also, remove the self shadowing

>> No.733881

>>732393
shenmue but retarded

>> No.734043

>>693574
I think you meant "dum dum," not "retard."

>> No.734048

>>733856
Love it, but can you tweak the UVs on the midriff to reduce aliasing, e.g. rotate them inward/outward and tweak textures to align better to a pixel line?

>> No.734051

>>733868
cringe

>> No.734052

>>734051
csd

>> No.734054

>>686401
You're not using the power of two for texturing

>> No.734055

>>691750
Doesn't matter, a texture sheet is a texture sheet.
You either conform to the power of two rule or don't.
Examples are, 512×512, or 512×256.
In your case, lower than that.

>> No.734056

>>732523
Good lord...
There isn't "DPI" on a 256×256.
You get 256 pixels across and down.
Horizontal and vertical, that's your "DPI".

The technique for down scaling was, if you wanted a 256×256, you'd paint your texture at a resolution of 512×512, then reduce your image down by half.
There was less distortion this way then going from 1024 to a 256.

>> No.734197

>>734055
I just put the textures on a larger sheet and if there ends up being a few pixels that are useless on the periphery oh well... it doesn't really matter to me. My textures for the most part don't really go off of the power of 2 unless I need to center things properly for a specific texture, but either way I can just make that part of the texture follow the power of 2 if need be. It isn't necessary for me to do it for everything though. I'm not that die hard that I need the textures that exact. I have been doing more textures at the power of 2 though regardless this just wasn't one of those.

>> No.734963

>>688997
why are the spikes on the shoulders different objects?

>> No.734966

>>734963
To avoid making more geometry in order to attach them. Still common in games and animated movies/TV series.
And still fine, so long you don't go full retard and go overboard.

>> No.735527

>>734966
hmmmmm.....

how do you keep them in the correct spot? Is it hard to get the textures to not look fucked up where the objects m overlap?

>> No.735705

>>732310
Right side of the screen has nothing going on. The trash can needs more detail if going for the resident evil look. A 2d image of course, but they put a lot of detail into the background images.
Sliding footsteps are only something I expect if you have a different character model. For example, in Final Fantasy 14, you can play as many different races, and even change their height a bit, but they all have the same walk/run speed. A game from your era usually have unique animations made for each character.
Floor is a single texture. Boring.
Wall is good since you have the pipe and poster, but again the right side sticks out a bit since there is nothing there.
Instead of self-shadowing, how about a circular shadow underneath the character?

I'm bad at praise, so I only post criticisms. Except that I really like the animation.

>> No.735729

>>733856
Use vertex colors for the thighs, you're just wasting texture resolution that would be better spent on that messsy midriff.

>> No.735856

>>696665
2.6k verts? Really? It doesn't look like it should be much more than 1700, but maybe there's something going on that I'm not seeing. Does she have a flawless high poly ass? Is that it?

Regardless, impressive model for the N64, and I can see the tricks they used to get around cruddy texture resolution - all the gold areas are repeating the same UV coords, as are the the black/grey areas (It's her boot texture repeated over and over), and most if not all of the the hair is just a single repeating 32x32 (or less) image.

Pretty smart design.

>> No.735900

>>713801
>>734963

I'm not OP, but there's simply no reason he'd connect something like that unless he wanted smooth normals, or the weights are going to be complex, as connecting them takes more polygons.

Those spikes won't be any problem for animations as they're just going be fully weighted to the shoulder bone along with the main sphere and nothing else. It's a common technique in game models.

>> No.735904

>>733856
I'm touching myself tonight

>> No.735907

>>735900
so does clipping not cause any issues in videogames? Is it engine dependant?

>> No.735909

>>735907
>Is it engine dependant?
yes, I worked a lot with unreal engine 2 and the engine uses vertex shadows for the static meshes
clipping where should be a vertex just looks plain bad as one poly can be full bright and the other full dark when the edge should be gray
it made me autistic about doing that shit
I can't even find an image, ue4 just took over every google result

>> No.735923

>>735907
>>735909

I've never encountered that problem, but UE2 sounds like the kind of engine I'd expect it in - just modern enough to be trying to do fancy vertex shading, just old enough to be doing it poorly.

>> No.735924
File: 907 KB, 1844x3224, ffmodels.jpg [View same] [iqdb] [saucenao] [google]
735924

For those of you wondering about limitations and polycounts on old systems, here are some of the highest poly character models in any commercially released PS1 game - two from Final Fantasy 7, one from Final Fantasy 8

Diamond Weapon is a STONKING 2,751 polygons, meaning that with the party included, there is upwards of 7500 polygons on screen at once - no wonder the battle section only ran at 15FPS (though the command menu was still drawn at 60).

Below, FF7's Behmoth vs FF8's Behemoth - 8 used more modern skeletal deformations rather than solid, modular parts, and ditched vertex colors, and about 400 polys, in favor of fully textured models, using 4 128x128 texture files (total 256x256).

>> No.735926

>>735924
People starting out 3D just now - or recently - don't know how incredibly good they have it. Literally easy mode.

>> No.735930

>>735924
why are you using version 2.7? do you not like something about 2.8? no wrong answer just curious.


regarding your post, were all ff7 models just different objects clipping into eachother like mario in mario 64 or something?

Its really crazy how big of a jump there is between ff7 and ff8 there, almost looks like a different console .. i wonder how they ended up stumbling on all of these improvements organically on their own back then, since the console hadnt changed, but somehow they found ways to take better advantage of it. i wonder if they figured all those little tricks out on their own or somehow stole the ideas from the developers games.

>> No.735932

>>735926
Ehhhhh... The challenges now are different to the challenges then.

Now the big hurdle is getting pristine models to animate as well as they look on skeletons with absolutely dizzying numbers of bones and drivers and shape keys, FK and IK solvers that might all go fucking nuts if somehow turned the wrong way.

>> No.735939

>>735930
>do you not like something about 2.8?

I know 2.79's interface and workflow (or at least the bits of it that I need) fairly well, and 2.8 doesn't really offer me all that many incentives to re-learn how to do basic things.

Basic things such as applying textures. This is, at most, two menus in 2.79, but 2.8 removed the original blender render engine entirely and replaced it with cycles, which mandates pissing around with shader nodes - an infinitely more powerful system - but one that is infuriatingly superfluous when you want to do simple stuff. It's like using an industrial lathe to sharpen a pencil - it does it, but why go through all that?

>were all ff7 models just different objects clipping into eachother like mario in mario 64 or something?

Unless there are some that I'm not aware of, all of FF7's are built out of multiple, clipping objects that are completely assigned to single bones only. I don't think anything other than single bone rotation is used anywhere.

> i wonder how they ended up stumbling on all of these improvements organically on their own back then, since the console hadnt changed, but somehow they found ways to take better advantage of it. i wonder if they figured all those little tricks out on their own or somehow stole the ideas from the developers games.

Some of it will have been to do with the coders find new tricks to squeeze more out of the playstation's resources, but I suspect a good chunk of it comes down to the artists just getting better and more adventurous with the modelling software - the Development of Final Fantasy 7 started on the SNES, and when they moved it to the playstation, Square spent over 20 million dollars on then cutting-edge graphical supercomputers and 3D software that a lot of their dev team had never even seen before. These artists were tasked with producing a HUGE number of art assets in a just a couple of years, on systems and software that were completely new to them.

>> No.736100

>>735939
i know this isnt entirely related, but since those old ff7 and ff8 models are made of clipping objects, what would be the most efficient way to merge them into one mesh if i wanted to try 3d printing some of them as an experiment?

the other reason im asking, is that im experimenting with making n64 style models myself, and i feel like that will necessitate making models with clipping objects just like this, but if i want to repurpose those models later for something else, i would want a method of turning them into one mesh to tweak and weight paint later instead of making an entirely new one. that way if i make a cool model i can use it for different things. i want to know that id have a base model i can tweak and tinker with should i try to put it in an engine that refuses clipping objects or something. But I also want to experiment with making sub 1000 face models and i know different objects is probably the best way to do it.

>> No.736113

>>736100
If you wanted to 3d print the FF7 models you could just boolean union the parts together and a lot of them would printable right then and there, though some might need work if they have 2D planes in them. (side note, use the booltool plugin to speed things up)

For the FF8 models, more work would be required as you'd need to close seams/remove duplicate vertices and figure out what you want to do about any 2D planes, wich are substantially more common in these models.

>i would want a method of turning them into one mesh to tweak and weight paint later instead of making an entirely new one.

3D kitbashing, basically. Yeah, very common when it comes to 3D printing figurines. If you've got these parts attached to a skeleton, you can find a pose you like, boolean them all together, clean things up with a little sculpting if needed, and away you go.

>I also want to experiment with making sub 1000 face models and i know different objects is probably the best way to do it.

models made out of clipping parts tend to have MORE faces than their skeletal deforming counterparts, because of the inherent wastefulness of having interior faces where they join. That said, they may be easier for you to get to grips with, topology wise.

>> No.736140

>>736113
any quick 101 on how boolean unions work? im using blender and havent used that function yet, ill try to find some tutorials on youtube regarding that. I have a few models ive made in separate objects ( head, arms, legs, etc) that i intended to finish as one conjoined mesh so that might be really useful for that.

for the 2d planes would i just use a solidifier modifier and then boolean union that as well onto the model?


>3D kitbashing, basically. Yeah, very common when it comes to 3D printing figurines. If you've got these parts attached to a skeleton, you can find a pose you like, boolean them all together, clean things up with a little sculpting if needed, and away you go.

that sounds like an ideal workflow to me

>> No.736239

>>687879
This is all I want to be able to make. Don't know how many verts this is but it is literally perfect.

>> No.736257

>>736140
>any quick 101 on how boolean unions work?

Generally speaking, there's nothing to it. You just do it on two overlapping objects and it'll merge their geometry.

>for the 2d planes would i just use a solidifier modifier and then boolean union that as well onto the model?

You could do that, yes. You could also extrude them.

>>736239
I'm not the guy who made it, but it's pretty easy to get started on stuff like this. Having reference images of whatever you want to model will help you a lot. The hardest part is making the most of your UV maps/textures.

>> No.736260

>>736257
>The hardest part is making the most of your UV maps/textures.
I've come across this myself, made a decent model and realized I'm not up to the task of texturing it. But I seem to have trouble achieving the late 90s style, I always go too high poly which is why I'm admiring OP's work. Also it seems to me the arms of naked samus are separate objects (as are most bodyparts of suited samus), is this better than bothering with shoulder weight painting?

>> No.736284

>>736260
Best thing to do is to look at a lot of old game models and copy the techniques they used, paying particular attention to the topology and how they arranged UV maps.

>made a decent model and realized I'm not up to the task of texturing it.
>I always go too high poly which is why I'm admiring OP's work.

Have you considered trying vertex colors? Vertex colored models tended to be higher poly as the system didn't have to spend time calculating and distorting images between tons of texture coordinates.

>Also it seems to me the arms of naked samus are separate objects (as are most bodyparts of suited samus), is this better than bothering with shoulder weight painting?

I don't know if I'd say it's 'better' but it does make life easy if you want to play around with swapping body parts in and out - which is exactly what they did here >>733856

It can make low poly animations less prone to creating bad deformations - clipping bodyparts look better than joins that collapse in on themselves because you don't have enough verts/your verts aren't in optimal positions for your animation, but those are problems you can overcome with more bones/shape keys, better topology, etc.

The big disadvantages of using clipping body parts are;
1. it's more polys - so if you're dead set contraining yourself to a hard polygon limit, it may impact what you can do.
2. sometimes lighting will make the joints painfully obvious (see the back of Samus' neck), but this is highly dependent on how you're going to be rendering your model.

Really, it's up to you. Both styles - solid parts and complete, deforming meshes were used throughout the 5th gen consoles. Crash Bandicoot (1996) used deforming meshes, FF7 (1997) used solid parts, and Metal Gear Solid (1998) used a combination of both.

>> No.736303

>>736284
I coincidentally just did review some PSX models, I think I caught a few tricks.

>Have you considered trying vertex colors? Vertex colored models tended to be higher poly as the system didn't have to spend time calculating and distorting images between tons of texture coordinates.
Frankly I never even inquired what that is, seems useful and I'll try it out. Thanks for the tip.

>Really, it's up to you. Both styles - solid parts and complete, deforming meshes were used throughout the 5th gen consoles. Crash Bandicoot (1996) used deforming meshes, FF7 (1997) used solid parts, and Metal Gear Solid (1998) used a combination of both.
I see, I'll try deforming meshes, I'll just study the aforementioned PSX models for reference on those damned shoulders. If I don't like the result I'll do the combination, like OP did in the unsuited samus model.

>> No.737020
File: 465 KB, 939x626, Space Kitten.png [View same] [iqdb] [saucenao] [google]
737020

Yes To pretty much everything regarding the models.The separate objects helps with active areas keeping decent form. Areas like the shoulder work well as a ball in socket. Areas like the hips come out quite ugly so you usually have to cater the model to work well with what you need. For Zero Suit Samus I had her in underwear so its easy to make the ball in socket jointed hips because those two elements are clear separations as it is. If she were naked it would be ugly around the hips because you'd blatantly see the break in her anatomy. Notice on areas like the knee and elbow she has a single object, this is because these areas require only simple hinged movement and not complex ball in socket movement.

Also, regarding Vertex Colors, I just prefer to have textures for as much as possible. I know its inaccurate to the limitations of N64, but I prefer the unified look of having textures for as many parts as possible.

Also Also... Started working on a new Idea Inspired by Metroid and Mega Man Legends style.

>> No.737238

I love low poly work but goddamn, I cannot texture with pixels for shit. And the whole fun is packing as much detail into as little resolution as possible

>> No.737351
File: 171 KB, 720x1280, Screenshot_20200430-015035_Gallery.jpg [View same] [iqdb] [saucenao] [google]
737351

>>737020
So are the legs of your zero suit samus also separate objects like the arms? I never noticed it, smooth job. Is the trick to texture it well to hide it?

>> No.738038

>>737351
No actually that one is connected. I was referring to the newer one I made with her armor partly on being the one that was disconnected. This one you are referring to Isn't as dynamic as the newer one because of this aspect.