๐งต Untitled Thread
Anonymous at Mon, 12 Dec 2022 10:27:31 UTC No. 929419
best guides for making N64 / PS1 style models?
Anonymous at Mon, 12 Dec 2022 10:34:57 UTC No. 929420
Download 3ds Max
Anonymous at Mon, 12 Dec 2022 10:47:20 UTC No. 929421
>that gif
>that absolutely retarded question
NGMI
Anonymous at Mon, 12 Dec 2022 11:26:05 UTC No. 929424
>>929421
spoon feed me plz :(
Anonymous at Mon, 12 Dec 2022 12:13:40 UTC No. 929426
I think thats good work op. The internet will stop working when more and more people lose their minds and use it to endlessly attack each other like monkeys throwing feces.
You are all part of the collapse of society and that's why it's so hard to post here.
You are infected with a brain disease that is caused by technology and that's why you cant communicate with each other anymore. We are moving toward a zombie apocalypse scenario because at some point, this technology will make you all too stupid to know that you are already being killed by the system you inhabit. Oh wait...
Anonymous at Mon, 12 Dec 2022 12:15:55 UTC No. 929427
Why do they always make Link such a faggot in fanart...
Anonymous at Mon, 12 Dec 2022 12:16:59 UTC No. 929429
>>929419
the obvious answer is that unless you possess *some* artistic talent and a shitton of patience/time, your models will never look aesthetic. low poly and retro are not shortcuts, as you still need the same elemental skills that most people fail at: capability to use references correctly, getting proportions right, knowing how and where to put areas of interest and areas of rest etc etc.
tl;dr: retro isn't that much easier to learn and if you don't have what it takes, even your super low poly will look uninteresting at best, cris-tier off-putting at worst.
if you actually want to learn it, rip old models, recreate them, then when that gets old do variations and finally switch to original art.
Anonymous at Mon, 12 Dec 2022 14:41:23 UTC No. 929438
>>929429
Good advice from this anon. mess around with game models m8. you learn a lot just from exposure.
Anonymous at Mon, 12 Dec 2022 21:07:55 UTC No. 929462
>>929419
>N64 / PS1 style
These are two different styles, retard.
PS1 has unfiltered textures and fucked up vertex positioning while N64 is just lowres
Anonymous at Mon, 12 Dec 2022 22:29:11 UTC No. 929473
restrict your poly count. It's not a "style"
Anonymous at Tue, 13 Dec 2022 00:32:25 UTC No. 929487
>>929419
Lol you are such a loser and you will never make it.
Anonymous at Tue, 13 Dec 2022 01:53:47 UTC No. 929495
download Milkshape3D and suffer
Anonymous at Tue, 13 Dec 2022 06:31:09 UTC No. 929527
We already have a thread on this faggot
>>>928757
Anonymous at Tue, 13 Dec 2022 06:53:01 UTC No. 929532
>>929419
Legend 64 on youtube has some decent ones.
Anonymous at Tue, 13 Dec 2022 08:49:12 UTC No. 929537
Models must be under 1k. Textures must be in the power of 2 but MUST never pass 256 pixels; indexed colors. There's no specific style it's up to you.
Anonymous at Tue, 13 Dec 2022 11:57:44 UTC No. 929543
it's cool how some /3/tards are cool and helpful and others are negative faggots, just like the rest of 4chan. I might lurk here more
Anonymous at Tue, 13 Dec 2022 12:16:56 UTC No. 929544
>>929543
Then there are people like yourself, who are utterly worthless idiots, and far too stupid to look for the stupid questions thread.
Anonymous at Tue, 13 Dec 2022 12:18:32 UTC No. 929546
>>929427
He's literally a fairy boy who has a pierced ear and runs around in a skirt and leggings.
Anonymous at Tue, 13 Dec 2022 18:05:55 UTC No. 929566
>>929546
And they specifically animated his junk in your face to plant the seed for shota conditioning
>>929544
and then there's you.
Anonymous at Wed, 14 Dec 2022 23:45:14 UTC No. 929684
>>929657
>>929656
wow incredible! I get Digimon World kinda vibes from it. I feel like creating the models themselves isn't that difficult but I really struggle with UVs and unwrapping and all that.
Anonymous at Thu, 15 Dec 2022 05:52:12 UTC No. 929723
>>929546
I like to think they are tights, not leggings, that's even gayer
Anonymous at Thu, 15 Dec 2022 17:47:45 UTC No. 929773
>>929426
and you are not affected?
Anonymous at Fri, 16 Dec 2022 06:05:55 UTC No. 929878
making an n64/ps1 model is piss easy
the challenge is by making it look acceptable with textures
Anonymous at Sat, 7 Jan 2023 11:30:27 UTC No. 932573
saving from page 10 :)
Anonymous at Sat, 7 Jan 2023 11:40:05 UTC No. 932576
>>932573
Fuck you
Anonymous at Wed, 11 Jan 2023 20:40:45 UTC No. 933096
>>929878
Texturing is easy, it is just not fun to do texturing on blender. Export your UVs via UV -> Export UV Layout and open it in a sprite editor like libresprite (free AESprite)/aesprite
multiple layers and it is flexible
Anonymous at Mon, 16 Jan 2023 01:59:55 UTC No. 933572
>>929419
Old versions of 3DS Max, will likely need to run a virtual machine to get them working. For Nintendo in particular they were using custom SGI rigs for the task.
Anonymous at Sun, 22 Jan 2023 04:41:59 UTC No. 934436
>>929711
Im a newbie in 3d, I have a question regarding this UV set, why is the helmet missing half of the texture? Is it mirrored? If so shouldn't it need another uv space or just the fact that it's mirrored negates the need for a space? Idk if my question makes sense
Anonymous at Sun, 22 Jan 2023 20:24:22 UTC No. 934505
>>929420
fpbp
Anonymous at Sun, 22 Jan 2023 21:18:56 UTC No. 934510
>>934436
You can overlap the UVs so they use the same texture area for both sides.
Anonymous at Sat, 28 Jan 2023 08:09:06 UTC No. 935135
>>929419
https://old.z64.me/guides/new-blend
https://www.youtube.com/watch?v=83F
Anonymous at Wed, 15 Feb 2023 20:05:55 UTC No. 937118
>>929419
Let's mosey
Anonymous at Wed, 22 Feb 2023 13:10:55 UTC No. 937765
>>932576
retard
Anonymous at Thu, 23 Feb 2023 02:09:59 UTC No. 937829
>>929773
he's noticed, you crab-in-a-bucket nigger
Anonymous at Thu, 9 Mar 2023 19:10:05 UTC No. 939460
>>929426
is this post AI generated?
Anonymous at Sun, 12 Mar 2023 02:00:34 UTC No. 939679
>>929419
I remember watching a YouTube video, where the guy said that Ps1 models had lighting made onto the textures themselves. Even for the map. It was due to the technology not allowing for actual lighting in the way later consoles would use.
Anonymous at Sun, 12 Mar 2023 23:49:48 UTC No. 939773
>>929419
epic pose dude hahahaha!!! what subreddit did you find this on?
Anonymous at Fri, 17 Mar 2023 02:16:29 UTC No. 940223
>>939614
can you make a turnaround vid?
Anonymous at Sun, 26 Mar 2023 05:53:04 UTC No. 941092
>>929419
Tris and quads only. Fixed shader pipelines which means you're usually limited to a choice of diffuse texture, flat shaded single color, gouraud shaded single color (expensive, used extensively in Spyro). Limit your number of bones, per-finger and facial animation bones are straight out. One bone per vertex, 100% weight. Often times things like arms, heads and legs are entirely separate meshes to avoid expensive skeletal animations. The Genome Soldier from MGS has 476 triangles, probably fewer in quads but destroyed by extraction software. Quads were much more popular on older memory constrained hardware like the PSX, in modern game engines triangles are the standard. Vertex animation was also popular back then.
t. retroprogramming enthusiast with PSX programming experience.
Anonymous at Sun, 26 Mar 2023 06:29:49 UTC No. 941094
>>941092
>One bone per vertex, 100% weight.
No such constrain ever existed. MD2 (Quake2) models had baked vertex positions. MD3 (Quake3) was 3 or 4 MD2 models joined together.
>separate meshes to avoid expensive skeletal animations
No. It was to be allowed to swap body parts/weapons. The skeletal animation was entirely baked as vertex positions.
After that MD5 came out and that's where Blender (and most other games engines) is at to this day.
>retroprogramming enthusiast with PSX programming experience
Sure. My uncle works at Nintendo too.
Anonymous at Sun, 26 Mar 2023 06:40:48 UTC No. 941096
>>941094
>No such constrain ever existed. MD2 (Quake2) models had baked vertex positions.
Correct, no constraint existed it's entirely up to the game engine developer. The practical reality is anyone who was using skeletal animation was using 1 bone vertexes. This was the standard for a long time. Vertex animation, which isn't skeletal animation is an even older technique. Crash Bandicoot used baked vertex animation data as well and they had their own system of compressing the data to fit it into memory.
>hurrdurr no one psxdev
just because you're too dumb to download the freely available documentation doesn't mean everyone else is.
Anonymous at Sun, 26 Mar 2023 06:59:41 UTC No. 941098
also 4-bit/8-bit/16-bit indexed color palette textures
Anonymous at Sun, 26 Mar 2023 06:59:46 UTC No. 941099
>>941096
>anyone who was using skeletal animation was using 1 bone vertexes
No. Already at the time of MD2 it was standard to use 3DSMAX to make skeletally animated models with MD5-like capabilities. Those were then baked into vertex animations for the game.
Before that in MDL models (Quake1) animation were made pushing vertices by hand.
But don't let me stop you from larping.
Anonymous at Sun, 26 Mar 2023 07:02:51 UTC No. 941100
>>941099
You're not even saying anything, merely repeating that some games used baked vertex animations. Meanwhile you run away from the claim that PSX games used multi-bone blended skeletal animation, which is just wrong. By your own admission you know nothing about psxdev.
Anonymous at Sun, 26 Mar 2023 07:22:19 UTC No. 941101
>>941100
>PSX games used multi-bone blended skeletal animation
Yes. As baked vertex animations from 3DSMAX, not directly. MD5 capabilities without baking came with the PS2.
But again, sorry for having interrupted your larp with reality. I shouldn't have had. It was rude of me.
Anonymous at Sun, 26 Mar 2023 07:32:23 UTC No. 941102
>>941101
You keep repeating how PSX games didn't use multibone skeletal animations while implying PSX games used multibone skeletal animations. No, in reality they used vertex animations, single bone skeletal animation or one-off cheap hacks.
>Oh well something further up the pipeline used X
oh wow the textures you used were full 32bit alpha channel PBR pathtraced whatever the fuck but in the end you baked it down to 4-bit diffuse-only textures. So tell me, do PSX games use PBR and path tracing?
Anonymous at Sun, 26 Mar 2023 07:46:44 UTC No. 941103
>>941102
Look at the differences between FF7 battle models and FF9 models. The details changed throughout the PSX life cycle.
>So tell me, do PSX games use PBR and path tracing?
Sometimes yes. Not PBR specifically because it hadn't been invented yet, but path tracing and HDR certaily. Not directly but as baked pictures.
Anonymous at Sun, 26 Mar 2023 07:56:11 UTC No. 941104
>>941103
PSX is a very resource constrained device for rendering. Animation is considerably more expensive than static rendering by like an order of magnitude nevermind additional memory requirements. A single integer division is an expensive operation. If you design without consideration for the hardware then you will fail to achieve even 20 FPS. A game may switch between vertex animation, skeletal animation and hard coded transformations for a single character depending on context because your whole god damn scene needs to fit in under 2MB.
Anonymous at Sun, 26 Mar 2023 08:01:35 UTC No. 941105
>>941104
I agree with that. I'm just saying there never was such a thing as an hardware "one weight per bone" limitation and most of the things you saw on PSX were somewhat pre-baked.
Anonymous at Sun, 26 Mar 2023 08:14:13 UTC No. 941108
>>941105
Then you should agree that if someone wants to make a PSX/N64/late 90s PC model they should make a single bone weighted armature for their base model that they bake things onto.
I'm tired of seeing people call their disgustingly wasteful self-intersecting 20k poly models "low poly". It's not just 3D, pixel artists calling their 32 color stuff "8 bit". Even the chiptune tracker music people are constantly using special chips that most cartridges never had. No one has respect for technically constrained art.
Anonymous at Sun, 26 Mar 2023 08:28:20 UTC No. 941110
>>941108
The issue is I don't recall anybody calling it "one weight per bone" animation.
90s accurate is FF7 battle models which where models were made of several discrete pieces that would not bend.
Early 00s accurate is FF9 which is baked vertex animation.
Anonymous at Tue, 28 Mar 2023 10:45:24 UTC No. 941351
>>929473
it's mostly about this desu.
check how many polys those models have.
study their placement (old 3d wont have separate fingers, for instance, link doesn't have anything beneath the "skirt" part of his tunic, etc).
study texture size + number of colors, palletes , how they were filtered
study their animations and so on.
remember: those models are the result of a particular art direction + tech restrictions from the time, if the artists could, they would have upped the tri count. That was AAA graphics at the time. You are trying to do something the artists back then weren't: doing ""worse"" graphics than the tech allows you to.
Anonymous at Tue, 28 Mar 2023 19:08:08 UTC No. 941391
Mario 64 Mario had 752 tris
Crash Bandicoot only had 512 tris, and only used textures for his spots and shoelaces
In the first Tomb Raider, Lara Croft only had 230 tris
Try aiming in this neighborhood
Keep use of textures to a minimum
If you do use textures they're gonna be like 32x32 pixels in resolution
These systems could only draw something like 5000 tris per frame, so everything that's not the main character or a boss in the scene is going to be even simpler
Lighting/shadows/reflections were very expensive computation-wise, so it was usually faked with textures
Bump/normal maps are right out
Anonymous at Tue, 28 Mar 2023 23:37:40 UTC No. 941411
>>941094
>Sure. My uncle works at Nintendo too.
Are you aware that nowadays the PSX docs are freely available and you can write your own PSX software? It's no longer black magic nowadays
Anonymous at Tue, 28 Mar 2023 23:43:28 UTC No. 941412
>>941108
>Even the chiptune tracker music people are constantly using special chips that most cartridges never had
You are just an autist. The ones who do chip specific chiptunes (ie VCR6) always specify their chiptunes are based on a specific chip. As long as they don't claim falsehoods (ie claiming a track is VCR6 only when it actually isn't) it is fine.
I do agree on your other points though.
Anonymous at Wed, 29 Mar 2023 11:52:15 UTC No. 941444
>>929656
thanks anon this helped
Anonymous at Wed, 29 Mar 2023 15:49:30 UTC No. 941454
>>941412
>VCR6
A chip used in 3 Japanese video games, great. So you're gonna harvest a rare Japanese board for it's VCR6 chip?
Anonymous at Tue, 4 Apr 2023 04:53:33 UTC No. 942002
The way the professionals did it was make PS2-grade CGI on Silicon Graphics workstations (PS2s essentially) and then use a feature of 3D Studio Max to reduce the number of polys in those models. In other words they didn't draw those figures usually, they -generated- them. I think Final Fantasy games were an exception, because it wasn't enough to just cut the polys, they also had to use different textures. But you can read it in the old mags: low-poly modeling is the result of using "reduce poly count" in 3D Studio Max.
Anonymous at Tue, 4 Apr 2023 08:06:19 UTC No. 942008
>>929419
use nearest neighbour texture filtering for ps1. for n64 i think the default texture filtering works (in blender), but the texture base still needs to be low res. the texture is like 80% of the style, it requires a good understanding of pixel art.
that just leaves the easy bit which is low poly modelling. just breakdown shapes into their primitives forms and reduce their face count.
you can use the same methods as ps1 for ps2, just increase the polycount and don't break down forms as much, but they both use the same texture filtering, ps2 will just be slightly higher res in places.
Anonymous at Tue, 25 Apr 2023 23:48:08 UTC No. 944207
>>929419
Best guide is your eye
Make a blocky model, and paint everything in at a low res
Anonymous at Thu, 27 Apr 2023 16:33:07 UTC No. 944351
>>944313
>>944312
stop talking about yourself retard, its too obvious
Anonymous at Tue, 16 May 2023 12:59:59 UTC No. 945995
>>939460
prob one of the few that isn't
Anonymous at Tue, 16 May 2023 14:05:13 UTC No. 946000
>>945813
this looks pretty good my man, keep it up
๐๏ธ Anonymous at Tue, 16 May 2023 14:10:22 UTC No. 946001
look at cardboard
Anonymous at Thu, 18 May 2023 10:15:28 UTC No. 946132
>>929657
why do people waste texture area on symmetrical features
Anonymous at Mon, 22 May 2023 23:14:20 UTC No. 946491
>>946274
holy fucking based
Anonymous at Sat, 27 May 2023 08:51:20 UTC No. 946832
>>929419
>>929419
Check out Legend 64 on YT, someone might have mentioned him here
Anonymous at Thu, 1 Jun 2023 17:17:12 UTC No. 947335
>>929427
Reflection of self.
Anonymous at Thu, 1 Jun 2023 22:34:32 UTC No. 947353
Ive tried some but I always shit the bed at UVmapping
Anonymous at Mon, 5 Jun 2023 15:57:01 UTC No. 947591
We will never not have this thread, will we?