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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]

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]

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


Still amazes me that this is the most soulfull Mario.

>> No.685498


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

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

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

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.


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.


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

>2nd link was supposed to be this one

>> 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


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

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

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]


>> No.686267


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

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]

pic related

>> No.686274

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]

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]

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

>> No.686410

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

Amazing work, nonetheless.

>> No.686426

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

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]

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

>> No.687961

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

shes basically half bird

>> No.688043

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]

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

>> No.688086


>> No.688087

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

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

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

>> No.688233

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]

alright, here is the site and main page for Smash 64 stuff

You will find a lot resources to help you do various mods for Smash 64.
especially the tutorials, which is here:
the tools and docs are here:

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

you can find the main SR Discord linked here:

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

are you still around?

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

>> No.689000

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

>> No.689048

thanks lad!

>> No.689080

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

>> No.689179

sorry dude

>> No.689389


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

Thanks for everything mang

>> No.691068

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]

>not power-of-two resolution

>> 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]

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]

Side View

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

Back View

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

"Action Pose"

>> No.691818


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

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

>> No.692538

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

>> No.692546

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

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

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

>> No.692637

>being offended by someone saying dum dum
top fucking kek

>> No.692644

>dum dum
please die slowly in a fire.

>> No.692666

Shut the fuck up you d*m d*ms.

>> No.692706

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

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]

Ridley Wire 3/4

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

Ridley Wire front

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

Ridley Wire side

>> No.693564

I love this thread, finally something interesting

>> No.693574

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

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

Maybe they used the remaining space for something else.

>> No.694156

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

>> No.694276

>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.

>> No.694303

Nintendo 64 is a terrible system.

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

Samus's Gunship

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

Gunship side view

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

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]

Gunship 3/4 view

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

Textured Gunship

>> No.694541

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

>> No.694956

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


>> No.695735

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]

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

>> No.695889

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]

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

stupid typo

>> No.696964

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

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]

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]

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

>> No.698889

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

>> No.698906

I wonder how he open his mouth

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

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

>> No.700532

would benefit from a few triangles

>> No.700581

now make sfm porn with your models

>> No.700625

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

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

>> No.702661

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

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]

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


What a cunt.

>> No.704437

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

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]

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]

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]

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

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

>> No.704551

It works on N64 I have tested it on an everdrive

>> No.705306

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]

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

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]

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

>> No.705450

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]


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

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

Read the thread. All of this has been covered.

>> No.705713

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. .


They where masters of using vertex blending and baked lighting.

>> No.706453

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.


>> 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

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

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] [report]

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

>> No.706659

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

>> No.706662

Cry more fgt

>> No.706663

I want a Shogo that's not a broken POS

>> No.706838

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

That would be nice.

That would be nice too.

>> No.707098


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

>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


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

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

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

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

>> No.709879

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

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

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] [report]

Some Mother Brain shots

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

Some Mother Brain shots

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

Some Mother Brain shots

>> No.713163

very nice

>> No.713316

>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] [report]


>> No.713411

shit nice

>> No.713801

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

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

that's the retro way

>> No.715008

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

Oh shut up

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

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] [report]

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

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] [report]

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

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] [report]

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

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

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

>> No.718726


>> No.719223

OH, I made those last week
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] [report]

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


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

Here's some Stage 2 Mother Brain stuff.

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

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

>> 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


>> No.724056

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


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] [report]

>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

do texturing next!

>> No.725973

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

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

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

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

The N64's approach to bilinear filtering differs significantly from modern applications, giving it a unique look.

>> No.726095

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

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

>> No.726097

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

>> No.726339

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

>> No.726366

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

Looks like it probably is just barycentric interpolation on the nearest 3 texels, and not whatever the guy on twitter said.

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