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๐งต Untitled Thread
Anonymous at Sun, 15 Aug 2021 05:09:28 UTC No. 844303
There are so many threads going "how into make psx models" but I want to know how to make PS2-era models. Where would you even start for this style? It's so elegantly done yet with very few polygons.
Anonymous at Sun, 15 Aug 2021 05:26:03 UTC No. 844304
>>844303
Well you get your hand on the models from the games in question. You study them, then you replicate the formula.
When you are a character artist it kinda goes like this, you have concept art of the character you have a polygon budget for your target hardware.
It is now your task to figure out how to spend those polygons to get the most amount of outline and smooth shape going without overspending.
This is true whether you have 100polys, 1000polys, 10K or 100K polys.
Somewhere you gotta sacrifice poly density and simplify the shape so you can use more in areas where you really need them to pull off the look you going for.
Stop trying to put labels on art like it's somehow different to make PSX, PS2, N64, early 2000's, modern AAA etc and look for targeted tutorials for each.
Each of those requires the very same art skills to pull off.
Anonymous at Sun, 15 Aug 2021 11:21:43 UTC No. 844334
>>844304
How do you use so few and still have a more or less smooth character, though?
Anonymous at Sun, 15 Aug 2021 12:05:26 UTC No. 844340
>>844303
It's literally the same thing except you have a few hundred more polys and texture filtering.
Anonymous at Sun, 15 Aug 2021 12:51:56 UTC No. 844343
>>844303
Polygon and texture limitations. The end.
Anonymous at Sun, 15 Aug 2021 21:49:28 UTC No. 844416
>>844334
You place your polygons so that you capture the most amount of curvature for the budget spent and if you're fancy you edit all the normals by hand to improve the gouraud.
You shade models partially selflit/emissive and you paint a general 'lit from above' ambient shading directly into your texture.
Anonymous at Wed, 25 Aug 2021 00:03:41 UTC No. 846322
Look up some nice painted textures for that era and learn to do some good brushwork.
Anonymous at Wed, 25 Aug 2021 02:08:04 UTC No. 846332
>>844334
The smoothness comes from phong or gouraud shading
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Anonymous at Wed, 25 Aug 2021 14:57:31 UTC No. 846432
how about you retards post some actual soulful psx/ps2/psp/whatever low poly art for reference