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best guides for making N64 / PS1 style models?
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Download 3ds Max
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>that gif
>that absolutely retarded question
NGMI
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>>929421
spoon feed me plz :(
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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...
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Why do they always make Link such a faggot in fanart...
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>>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.
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>>929429
Good advice from this anon. mess around with game models m8. you learn a lot just from exposure.
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>>929419
>N64 / PS1 style
These are two different styles, retard.
PS1 has unfiltered textures and fucked up vertex positioning while N64 is just lowres
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restrict your poly count. It's not a "style"
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>>929419
Lol you are such a loser and you will never make it.
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download Milkshape3D and suffer
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We already have a thread on this faggot
>>>928757
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>>929419
Legend 64 on youtube has some decent ones.
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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.
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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
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>>929543
Then there are people like yourself, who are utterly worthless idiots, and far too stupid to look for the stupid questions thread.
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>>929427
He's literally a fairy boy who has a pierced ear and runs around in a skirt and leggings.
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>>929546
And they specifically animated his junk in your face to plant the seed for shota conditioning

>>929544
and then there's you.
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Here is someone who makes goodlow poly/retro models
https://sketchfab.com/the-regressor
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>>929656
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>>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.
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>>929684
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>>929546
I like to think they are tights, not leggings, that's even gayer
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>>929426
and you are not affected?
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making an n64/ps1 model is piss easy
the challenge is by making it look acceptable with textures
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saving from page 10 :)
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>>932573
Fuck you
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>>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
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>>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.
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>>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
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>>929420
fpbp
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>>934436
You can overlap the UVs so they use the same texture area for both sides.
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>>929419
https://old.z64.me/guides/new-blender-play-as.html
https://www.youtube.com/watch?v=83FghCH29HM
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>>929419
Let's mosey
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>>932576
retard
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>>929773
he's noticed, you crab-in-a-bucket nigger
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>>929426
is this post AI generated?
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just prompt it lol
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>>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.
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>>929419
epic pose dude hahahaha!!! what subreddit did you find this on?
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>>939614
can you make a turnaround vid?
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>>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.
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>>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.
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>>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.
>>
also 4-bit/8-bit/16-bit indexed color palette textures
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>>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.
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>>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.
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>>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.
>>
>>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?
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>>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.
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>>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.
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>>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.
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>>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.
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>>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.
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>>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.
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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
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>>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
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>>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.
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>>929656
thanks anon this helped
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>>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?
>>
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.
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>>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.
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>>929656
kek
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>>929419
Best guide is your eye

Make a blocky model, and paint everything in at a low res
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>>929656
Personally, I’m more of a FlargyFiller enjoyer.
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>>929419
i tried my hand at a similar artstyle and i found out that setting your color mode to soft light works well most of the time
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>>944313
>>944312
stop talking about yourself retard, its too obvious
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>>939614
i genuinely need to know, who made this. or if you made it can you help me with my low poly project? i am completely stuck on the head of this model....
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>>939460
prob one of the few that isn't
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>>945813
this looks pretty good my man, keep it up
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look at cardboard
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>>929657
why do people waste texture area on symmetrical features
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>>944351
You got the wrong guy, man. I’m the guy who did that Jet Force Gemini picture; FlargyFiller is just someone I find to be a good low-res artist.
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>>946274
holy fucking based
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>>929419
>>929419
Check out Legend 64 on YT, someone might have mentioned him here
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>>929427
Reflection of self.
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Ive tried some but I always shit the bed at UVmapping
>>
We will never not have this thread, will we?



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