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File: 265 KB, 1920x1080, Metroid N64 Samus 01.png [View same] [iqdb] [saucenao] [google] [report]
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] [report]
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] [report]
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] [report]
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] [report]
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] [report]
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] [report]
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] [report]
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] [report]
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] [report]
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] [report]
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] [report]
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 [email protected] . 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] [report]
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] [report]
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] [report]
691756

Side View

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

Back View

>> No.691758
File: 372 KB, 1096x846, Kraid004.png [View same] [iqdb] [saucenao] [google] [report]
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] [report]
693529

Ridley Wire 3/4

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

Ridley Wire front

>> No.693531
File: 125 KB, 1191x825, RidleyWire002.png [View same] [iqdb] [saucenao] [google] [report]
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] [report]
694536

Samus's Gunship

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

Gunship side view

>> No.694538
File: 945 KB, 825x838, MSR_Omega_Metroid_artwork.png [View same] [iqdb] [saucenao] [google] [report]
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] [report]
694539

Gunship 3/4 view

>> No.694540
File: 212 KB, 1191x825, Gunship001.png [View same] [iqdb] [saucenao] [google] [report]
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] [report]
695887

>> No.695888
File: 369 KB, 1209x851, SamusRetro002.png [View same] [iqdb] [saucenao] [google] [report]
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] [report]
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] [report]
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] [report]
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] [report]
700530

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

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