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/vr/ - Retro Games


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File: 53 KB, 524x720, Mario Model Separated.jpg [View same] [iqdb] [saucenao] [google]
3985335 No.3985335 [Reply] [Original]

How do you feel knowing that Mario was actually TALL?

>> No.3985337

>>3985335
>manlets, when will-a they ever learn-a

>> No.3985346
File: 321 KB, 480x650, 1483331141010.png [View same] [iqdb] [saucenao] [google]
3985346

>>3985335
>mfw

>> No.3985469

>>3985335
A thing I've been wondering for a while now: was his body untextured to improve performance and allow for a more detailed model with fluid animation without it consuming have the texture buffer?

>> No.3985504 [DELETED] 
File: 2.44 MB, 540x401, here-we-gooooo.gif [View same] [iqdb] [saucenao] [google]
3985504

>>3985469
I never had given any thought to the shapes on Mario's overalls being probably colored using per-poly color with the buttons superimposed, not a full texture

A main character that you see on the screen 99% of the time during gameplay though would be the least prioritary focus point for optimization. My guess is it's not textured because it doesn't really need to be given the low texturemap and screen resolutions.

The DS version's character textures aren't that complex either iirc

>> No.3985520

>>3985469
>>3985504

Everything in that game was done the way it was to optimize performance. You're both forgetting that this is one of the earliest N64 games; every limitation and weakness of the system is brand new with no prior go-to workarounds, every strength is an asset whose exact power is not fully known.

Aggressive optimization across the board was probably seen as the safest strategy, albeit a time-consuming one.

>> No.3985536

>>3985520
Whoops, deleted my comment. I generally agree, but I think that if they textured Lakitu because they thought it would be funny to have a cameraman, they could probably swing an extra texture map for the main character.

I do think they didn't use overalls/shirt textures because, as OP illustrates, the character is build with intersecting shapes, not a clean whole mesh. It would look like shit

>> No.3985580

mario was keeping that a secret until he really needed it and now you just blew it nice work

>> No.3985849

what framerate does this game play at on original hardware?

>> No.3985865

>>3985849
26.97

>> No.3985903
File: 105 KB, 188x326, jumping_by_doctorworm1987-d9iv210.png [View same] [iqdb] [saucenao] [google]
3985903

>>3985469
>was his body untextured to improve performance and allow for a more detailed model with fluid animation without it consuming have the texture buffer?
Possibly, but it was also untextured because Mario never really had any textures. Even on the hi-res 3D renders for official art, all of his colors were basically flat.

>> No.3985979 [DELETED] 

>>3985903
I like that, though, contributes to his comic-y look. A good translation to 3D even considering the visual style.

>> No.3985982

>>3985903
I like that, though, contributes to his comic-y look. Super Mario 64 was a great translation into 3D even considering the visual style.

>> No.3985991

>>3985982
I'm not saying it's a bad thing. I'm just saying it's why he was untextured. Even since then, Mario has gotten minimal textures.

And there's been a lot more use of 2D official art instead of just throwing the same lifeless 3D renders around, which is cool.

>> No.3986025
File: 2.36 MB, 300x223, 1411749903978.gif [View same] [iqdb] [saucenao] [google]
3986025

thread theme
https://www.youtube.com/watch?v=Q_FCUrxESJs

>> No.3986220

>>3985335

Damn, Luigi does pull all the pussy then.

>> No.3986305

>>3985335
Feels like I'm back in grade school sitting next to that kid whos dad worked at Nintendo.

>> No.3987460

>>3985335
Is this what the Offspring meant when they sang "Ya gotta keep 'em sepa-RATED". Huh. You learn something new everyday.

>> No.3988383

There have been a lot of weird threads on /vr/ lately.

>> No.3988917
File: 93 KB, 375x536, Joymechfight_boxart.png [View same] [iqdb] [saucenao] [google]
3988917

>>3985335

>> No.3988925
File: 35 KB, 256x360, Ballz.jpg [View same] [iqdb] [saucenao] [google]
3988925

>>3988917
BALLZ 3D

>> No.3988926

>>3988383
It's good to be weird. Better than being repetitive.

>> No.3988927

>>3988383
Never noticed.

>> No.3989037

>untexetered
Forgive my retardation, but is the blue and red not a texture?

>> No.3989045

>>3989037
Texture=an image applied to a model

>> No.3989052
File: 14 KB, 600x470, hellotriangle.png [View same] [iqdb] [saucenao] [google]
3989052

>>3989045
They're either textures that are colored squares, or just a color value.

I'm guessing a value, because they can be changed with a one line gameshark code iirc.

>> No.3989053

>>3989037
Mario is the american flag. very patriotic.

>> No.3989059
File: 69 KB, 353x500, 2ba9d250fca0eadfb0ae8010.L.jpg [View same] [iqdb] [saucenao] [google]
3989059

>>3989053
see

>> No.3989065

>>3985536

A non-textured player character makes more sense, since it means you can texture environments and NPCs/Enemies to make them more memorable. You're going to be looking at Mario all day, but not looking at Lakitu all day, so when you *do* see him, he's textured and thus pops visually.

>> No.3989695
File: 96 KB, 616x652, 1476225289908.png [View same] [iqdb] [saucenao] [google]
3989695

>>3989037
http://vertexcoloring.webflow.io/
tl;dr - Texturing is overlaying a separate image onto a model, vertex coloring adds color values to the vertices of the model itself which uses less memory and was much more common in older games. Pic related is FF7.