How Nintendo Textures EVERYTHING

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  • เผยแพร่เมื่อ 13 ธ.ค. 2022
  • The first 1,000 people to use the link will get a 1 month free trial of Skillshare: skl.sh/3xVnC0o
    Nintendo is known for their innovative games and nostalgic memories. Today, we're gonna break down the insane truth behind how Nintendo created their graphics, and how they are STILL using these methods today.
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  • เกม

ความคิดเห็น • 158

  • @Smeaf
    @Smeaf  ปีที่แล้ว +19

    The first 1,000 people to use the link will get a 1 month free trial of Skillshare: skl.sh/smeaf12221

    • @Hopp5ann
      @Hopp5ann ปีที่แล้ว +3

      ok

    • @YourBoyDonald
      @YourBoyDonald ปีที่แล้ว +2

      Lol okay!

    • @YourBoyDonald
      @YourBoyDonald ปีที่แล้ว +1

      Smeaf, thanks for hearting my comment! Also, i love your channel, please keep going with what you do! If you ever get really famous, remember me! 😊

    • @p1ntu_
      @p1ntu_ ปีที่แล้ว

      @@YourBoyDonald hes famous already

  • @bzdirt
    @bzdirt ปีที่แล้ว +142

    For anyone wondering, this has nothing specific to Nintendo. Everyone in the industry has been using texture collections for a long time now (and sound FX CDs too). Same for scrolling UV and the likes. As for memory requirements, PSX had way more storage, but not more RAM! So most of the CD were for music and videos.
    Now for actually interesting bits not covered here: did you know a lot of the textures on N64 or PSX were actually greyscale? This way they could, for example, use the same noise pattern for grass and sand and rock by using only vertex color!

    • @SianaGearz
      @SianaGearz ปีที่แล้ว +2

      I'm not sure about N64 but vertex/polygon colour was more rarely used on Playstation due to performance concerns. But if you have a greyscale 4-bit texture which is optimal, you can just reload its palette, you can have a number of palettes including doing surprising things, and you can store a lot of 16-entry palettes. You can even alter or generate these palettes programmatically, you can rotate a piece of palette for colour cycling effects, you can do a lot of effect animation just with that. Indeed reusing the same sprites with different handcrafted palettes is a technique that goes way back, you'll see a lot of classic JRPGs where numerous enemies are recolours of each other and they just use the same exact data (sprite or texture+geometry) except the palette. Indeed these systems have no inherent native support for greyscale textures at all, they support 4- and 8-bit palette textures and you can just designate a palette to be grayscale, you can even adjust the values to even them out visually and make the texture appear better.
      Some palette effects were conceivable for the era but didn't come about until much later. I have seen demo implemented on SONY PSP which does planar bump reflection mapping just with palette, such as sea reflecting the sky. The normal map is encoded as an 8-bit palette texture, thus storing 256 representative normals that are reused all throughout the larger texture. The software only needs to perform 256 raycasts per frame into the environment map and store them in the palette. Of course ram and storage are an issue in earlier eras if you're trying to make an actual animated sea, since you can't just combine coordinate-animated textures at runtime, you have to have the animation precomputed and loaded in. I have also seen a grass waving in wind effect just with palette logic, which would have been a lot more era-appropriate on early 32-bit systems.

    • @Uradamus
      @Uradamus ปีที่แล้ว +6

      The grayscale thing isn't entirely true, while some games went the route of vertex color tinted grayscale images for some parts, I don't think any game used that approach exclusively. Most stuff was instead palettized graphics, which was a way to compress things without actually having to give up on colors. On the PSX for example most textures were stored into a grid of tiles where each tile used I think 16 palette values (4 bits, allowing them to store 2 pixels of data per byte). And then as they were composing the frame, they would look up the color values from the palette assigned to that tile to decide which colors to use in the final render.
      In vram this usually looked like a bunch of thin rectangles made up of psychedelic looking horizontally squashed textures on one side (again because each pixel represented 2 neighboring pixels in the final texture), then the other half would have an area where they'd draw the frame to and a section with a bunch of color strips that were the various palettes the textures could reference. While each face was effectively limited to 16 colors each in this setup, those color choices were open to a much larger set of colors (I think a few million) and each face/texture could use a different arbitrary color palette.

    • @alfo2804
      @alfo2804 ปีที่แล้ว +2

      @@SianaGearz Mario in Super Mario 64 is almost entirely vertex colour - the only textures on the model are his eyes, moustache, sideburns, buttons and emblem on the hat. Doom 64 also has a lot of greyscale textures that rely solely on the game's coloured lighting system to recieve any colour at all.
      So yeah, vertex colouring was definitely used on the N64.

    • @DJ_POOP_IT_OUT_FEAT_LIL_WiiWii
      @DJ_POOP_IT_OUT_FEAT_LIL_WiiWii 3 หลายเดือนก่อน

      @@alfo2804 Thanks, was hoping for more useful information like this to be in the video.

  • @monhi64
    @monhi64 ปีที่แล้ว +38

    I was just blown away when someone found the metal Mario texture and it turned out to be a heavily distorted picture of just some regular nice purple flowers. Then of course you kind of can’t “unsee” it, so you can just barely tell it’s flowers while playing

  • @CatwithaKnife12
    @CatwithaKnife12 ปีที่แล้ว +149

    Texturing is honestly the hardest part for me, it's so limited in blender.... Can you do a video about the Hades texturing method pls?

    • @Smeaf
      @Smeaf  ปีที่แล้ว +50

      I think that is a great idea :)

    • @CatwithaKnife12
      @CatwithaKnife12 ปีที่แล้ว +3

      @@Smeaf : D Thank you!!!

    • @dwsel
      @dwsel ปีที่แล้ว +18

      Limited? Wha? 😮

    • @Thebassjunk
      @Thebassjunk ปีที่แล้ว +26

      How is it limited? There's literally endless ways to do anything these days in Blender.

    • @brickmasterstudios447
      @brickmasterstudios447 ปีที่แล้ว +20

      Texturing is not limited in blender idk what your on

  • @ner9469
    @ner9469 ปีที่แล้ว +11

    As someone coming from NES development, 4MB of RAM and storage space seem a hell of a lot compared to the NES' 40kB storage on a game PAK and like 8kbs of RAM

    • @blueberrryy
      @blueberrryy ปีที่แล้ว

      ok.

    • @antusfirenova6426
      @antusfirenova6426 9 หลายเดือนก่อน +2

      I've hear 8k was only for the more expensive cartridges, like the NES itself had only 2k and you could "upgrade" by putting more into the cartridges

  • @Attucky
    @Attucky ปีที่แล้ว +32

    Excellent video! Please do more content analyzing games industry like this. Love your work and always crack up with your edits.

    • @Smeaf
      @Smeaf  ปีที่แล้ว +2

      Thanks! Yes I will be 😅

  • @omkarprabhu777
    @omkarprabhu777 ปีที่แล้ว +9

    On my way to buy Vol.32 textures 🏃‍♂🏃‍♂🏃‍♂🏃‍♂

  • @giftnfor1265
    @giftnfor1265 ปีที่แล้ว +8

    Texturing is my favorite part of the process

  • @garlic-os
    @garlic-os ปีที่แล้ว +6

    This guy's editor is bonkers

  • @1gnore_me.
    @1gnore_me. 10 หลายเดือนก่อน +4

    I understand these videos are made for a younger generation, but I really wanted to applaud you for how well researched everything is. so much information condensed into a short space, with lots of things most video essayists would not touch upon. excellent work.

  • @yojan69
    @yojan69 ปีที่แล้ว

    Love ya man, youre simply amazing both editing and humor

  • @alex-qn5xp
    @alex-qn5xp ปีที่แล้ว +2

    Your videos are wonderful to watch and the memes are actually funny.

  • @omkarprabhu777
    @omkarprabhu777 ปีที่แล้ว +11

    Fascinating to see the how they had to find workarounds just because of technical limitations
    Me with my High END PC: why render no photo realistic 🐵

    • @Smeaf
      @Smeaf  ปีที่แล้ว +1

      We got first world problems these days lmao

  • @jaiv
    @jaiv ปีที่แล้ว +2

    hades texturing method hades texturing method hades texturing method

  • @lowlink534
    @lowlink534 ปีที่แล้ว +1

    That's also true for music and sound effects, not the entire songs, but the instruments samples and sound effects many times also came from CDs much like those texture ones

  • @pouchabaka
    @pouchabaka ปีที่แล้ว +3

    Once again i just learned so much from you, thank you so much

    • @Smeaf
      @Smeaf  ปีที่แล้ว +1

      Thanks!

  • @notaninstrument7707
    @notaninstrument7707 ปีที่แล้ว +8

    There’s a video by the TH-camr Jasper which goes more in depth on Nintendo’s scrolling textures and displacement maps

    • @Funtimetronic123
      @Funtimetronic123 ปีที่แล้ว

      Jasperdev?

    • @notaninstrument7707
      @notaninstrument7707 ปีที่แล้ว

      @@Funtimetronic123 nah it’s just Jasper
      Just search “Jasper mario galaxy” or something

    • @Funtimetronic123
      @Funtimetronic123 ปีที่แล้ว

      @@notaninstrument7707 oh, right 🤣

  • @Purpbatboi
    @Purpbatboi ปีที่แล้ว +4

    I mean the max storage of the N64 Cartridges at the time were 64MB (512 Mbit)
    Three games used it.
    Conker's Bad Fur Day, Resident Evil 2 and Pokémon Stadium 2.
    But theoretically it can go way above than 64MB, you could basically do a 1gb N64 Cartridge
    They didn't do it back then because it would be way too expensive to produce.
    PSX CDs = Slow load-times/ Approx. 700Mb of storage
    N64 Cartridges = Somewhat Instant load-times / Max size was 64MB of Storage
    Its a double edged sword to develop games for those systems back then.

  • @lonergothonline
    @lonergothonline ปีที่แล้ว +2

    Kaze emmanuaure is making a mod for mario 64, his mod changes a lot of the original rom, but he benchmarks it every now and again on real hardware. its actually impressive what he and his friends have managed to accomplish. that said one of the things that stuck out to me was that he removed a lot of the sound library that came on the rom, and which was used in other n64 titles, because the original unedited mario 64 didn't even fully utilize most of it, so it was just unnecesary data. thanks to limiting the sound library to just what he uses in his mod, he was able to more quickly reference the elements of the sound library he needed when he needed it. but he did a lot of other things besides this. for instance, he made a really nice skybox that isn't just a cube with a single image stretched over it, but rather has like, dimples, crunches, exapanded areas, to make it kinda look like a painting, if you don't look at it close enough. without relying on a single image, most of the sky box is comprised of polygons and textures.
    but that too is only one small thing in an otherwise epic mod. he re-wrote the render pipeline, changed how the rom was handling the consoles' memory, halved a lot of polygon counts, and minor optimizations across many aspects such as less overall 'bones' for the models. for instance a spider like enemy had double the amount of bones than necesary most of which went unused, so he just edit them out, then further optimized the enemy. oh, and he made it so enemies in the distance squish into the ground and inflate out of the ground instead of just fading in or out when mario nears their render distance. oh, and new music, new sound effects, new dialogue, new npcs, new maps, some new hats/mechanics.... typical mod stuff.

  • @SuperQuesty
    @SuperQuesty ปีที่แล้ว +7

    This got to be a real video, i guess Illumination has a point.

    • @SuperQuesty
      @SuperQuesty ปีที่แล้ว

      Oh yeah i know how it feels like to change thumbnail a lot of times

  • @simonw.1223
    @simonw.1223 ปีที่แล้ว +2

    8:20 here you see repeating texture and liw res textures... welcome to 2022

  • @blank1873
    @blank1873 ปีที่แล้ว +2

    DREAMYBULL THREW ME OFF SO MUCH

    • @Smeaf
      @Smeaf  ปีที่แล้ว

  • @9b8ll
    @9b8ll ปีที่แล้ว +11

    My goodness you are giving away some bomb secrets and good resources too. Great vid.

    • @Smeaf
      @Smeaf  ปีที่แล้ว +1

      The absolute bomb

  • @Huguillon
    @Huguillon ปีที่แล้ว +2

    Did I saw the "abatucam" dude there??

  • @knottstilting
    @knottstilting ปีที่แล้ว +13

    Love your editing style, I’m seeing some hints of FinZar but with your own personal style and flare - your videos are awesome and engaging. Thx for the amazing content 🎉

  • @foxxxtheworst
    @foxxxtheworst ปีที่แล้ว

    I should use this approach for my models on sketchfab

  • @chrissbasement169
    @chrissbasement169 8 หลายเดือนก่อน

    Quick note
    The playstation was slow for the time
    Key phrase
    For the Time
    Because compared to say the ps4 or even the much improved ps5
    Its pretty fast and never have i seen a loading screen that lasts more than 10 seconds to be honest
    Given that the game is half decently coded

  • @Sandor3D
    @Sandor3D ปีที่แล้ว +2

    Smeaf Talks about skillshare so you won't be in a loop hole watching video's. being linked twice to the next video on how to learn texturing and than links me to another video on how to learn texturing and than links me again lmao

  • @Hopp5ann
    @Hopp5ann ปีที่แล้ว +2

    Great video! :D

    • @Smeaf
      @Smeaf  ปีที่แล้ว

      Thanks! 😁

    • @Hopp5ann
      @Hopp5ann ปีที่แล้ว

      THANK YOU! :D

  • @pokechamp3987
    @pokechamp3987 ปีที่แล้ว +1

    Did they use photos/realistic textures deliberately to strike a balance against the low poly? Or do you think it was purely a time/budget thing?
    It kinda amazes me of games like ocarina of time, mario 64 and banjo-kazooie look so vibrant yet have textures that look so mundane when you dissect them.

  • @catrop
    @catrop ปีที่แล้ว +2

    using Scarlet Violet as an artstyle example?

  • @NichoMania2
    @NichoMania2 ปีที่แล้ว +5

    Just found this channel and already love these videos,
    just wanted to say though, I think the top screenshot at 3:49 is from Super Mario 64: Star Road, a mod, and not the original SM64 🤔
    But still, loved the vid, and how deep it goes into the slow evolution of the nintendo artstyle over the decades. Honestly might use this for reference in my own projects to try and mimic that style.😁

  • @Rock-ry3mj
    @Rock-ry3mj ปีที่แล้ว +1

    Throwing some music from jet set radio you mad lad

    • @Smeaf
      @Smeaf  ปีที่แล้ว

      The most goated game of my life honestly

  • @JoeyCarlino
    @JoeyCarlino ปีที่แล้ว +1

    Legendary

    • @Smeaf
      @Smeaf  ปีที่แล้ว

      I'm bout to BloOoow

  • @leosalazar9213
    @leosalazar9213 ปีที่แล้ว +2

    Nice Nfts ♡

  • @SouthernShotty
    @SouthernShotty ปีที่แล้ว +1

    I’ve heard SouthernShotty’s classes suck.

    • @Smeaf
      @Smeaf  ปีที่แล้ว

      I have a great audiologist that can fix that problem!

    • @jumongandpudong
      @jumongandpudong ปีที่แล้ว

      Hi SouthernShotty

  • @NightW3VL
    @NightW3VL ปีที่แล้ว +2

    This is so informative and funny at the same time. Nice video!

    • @Smeaf
      @Smeaf  ปีที่แล้ว +1

      Thanks so much!

  • @FireZollaBlue
    @FireZollaBlue ปีที่แล้ว

    0:59 I didn't expect lol

  • @StudioSunshineGames
    @StudioSunshineGames ปีที่แล้ว +7

    Great Breakdown, super interesting.
    There's also a short video about Nintendo Art Direction in general over at our channel - so make sure to check that out for more insights if you'd like.

    • @Smeaf
      @Smeaf  ปีที่แล้ว +1

      Thanks!

  • @isoito5927
    @isoito5927 10 หลายเดือนก่อน

    Take a shot everytime the camera zooms in

  • @MarcelE80
    @MarcelE80 ปีที่แล้ว +2

    Great video!
    What's the music at 7:45 ?

    • @xguitarist_
      @xguitarist_ ปีที่แล้ว

      Bowling training from wii sports
      th-cam.com/video/h3QUd4JcLbU/w-d-xo.html

    • @Smeaf
      @Smeaf  ปีที่แล้ว +1

      Thanks so much!
      Wii Sports OST

    • @MarcelE80
      @MarcelE80 ปีที่แล้ว

      Ah thank you. I recognized it so much but couldn't put my finger on it. Amazing edits btw. I love your sense of humour!

  • @VsevolodPankratov
    @VsevolodPankratov 5 หลายเดือนก่อน

    What game is that level at 7:49 from?

  • @justahuman4862
    @justahuman4862 ปีที่แล้ว

    In Photoshop there's old texture tiles technique artist would use...doing some offset nonsense... I really like krita for creating tiled textures...now I use asesprite because it has a tiled option when you paint.

  • @BrapStephens
    @BrapStephens 8 หลายเดือนก่อน

    3:50 That's Star Road! Not a Nintendo level!

  • @scarletsence
    @scarletsence ปีที่แล้ว +2

    Was little unexpected 1:09

  • @chaosordeal294
    @chaosordeal294 ปีที่แล้ว +4

    I feel like you picked an arbitrary fact (the state of technology at the time) and decided that this was yet another thing that made Nintendo great because Nintendo is sooooo great.

    • @g.o.9513
      @g.o.9513 10 หลายเดือนก่อน

      probably an underrated comment.

  • @brutusmagnuson315
    @brutusmagnuson315 ปีที่แล้ว

    A lot of these techniques are things I’ve used and thought I was a genius who did it first

  • @STICKOMEDIA
    @STICKOMEDIA ปีที่แล้ว

    7:11 lava textures be like

  • @fritchoffnilsson2574
    @fritchoffnilsson2574 ปีที่แล้ว +1

    Still over-editing your videos m⁸. 😁

  • @WhipThenNaeNae
    @WhipThenNaeNae ปีที่แล้ว

    What's the website at 4:08

  • @JayFolipurba
    @JayFolipurba ปีที่แล้ว

    This is all pretty well known to me, because I've been researching this shit for the last couple years X'D

  • @SkillipEvolver
    @SkillipEvolver ปีที่แล้ว

    Although I do like the way he comments on 'earliest Nintendo games' 😆😆

  • @Mix3Design
    @Mix3Design ปีที่แล้ว +2

    Smeaf crazy again 😁😁

    • @Smeaf
      @Smeaf  ปีที่แล้ว

      Go crazy! Go Stupid!

    • @Mix3Design
      @Mix3Design ปีที่แล้ว

      @@Smeaf yeaaaah boy

  • @Emery_Pallas
    @Emery_Pallas ปีที่แล้ว

    What is obscure Mario fan game mod Injoke doing here

  • @Bladetheblackdragon
    @Bladetheblackdragon 5 หลายเดือนก่อน

    We cannot make every fan made character when it was not made by Nintendo

  • @jamiecooper2885
    @jamiecooper2885 ปีที่แล้ว

    I'm kind of dissapointed that you didn't go into some of the more technical but interesting stuff like how back on the older generation games it was very common to create shadows and AO using vertex color instead of relying on realtime calculations or custom textures for it like modern games

    • @jamiecooper2885
      @jamiecooper2885 ปีที่แล้ว +1

      another really cool thing to look at is .kkrieger which was a game that only took 100kb of data but had stunning visuals

    • @NUCLEARARMAMENT
      @NUCLEARARMAMENT ปีที่แล้ว

      @@jamiecooper2885 I'm assuming that it had self-modifying code in it to get those results in such a small file size.

  • @Cookieman245YO
    @Cookieman245YO ปีที่แล้ว

    Well the graphics stand the test of time but the controls were just yeeted to 200th dimension

  • @subzerocatalyst
    @subzerocatalyst 19 วันที่ผ่านมา

    why did you say cache as quache?

  • @cazguy8786
    @cazguy8786 ปีที่แล้ว +9

    With all the amazing game footage to use, why spam unrelated mediocre memes? Ruins the flow of your video, and I don't want to look at them. They are too hyper for your monotone voice

  • @williamm4804
    @williamm4804 ปีที่แล้ว

    2 minute video stretched to 8 minutes. No criticism but admiring the hustle.

  • @tudiboi6601
    @tudiboi6601 ปีที่แล้ว

    eyo from where did you get that dreamybull clip you sussy baka?

  • @andvaribekho
    @andvaribekho ปีที่แล้ว +1

    CD holding 9999mb WHAT?. they only hold 650 mb

  • @filipemecenas
    @filipemecenas ปีที่แล้ว +1

    ⚡⚡⚡⚡⚡⚡

  • @NR-hh3ez
    @NR-hh3ez ปีที่แล้ว

    David Thewlis??

  • @_ytuser
    @_ytuser ปีที่แล้ว +1

    👍

  • @timmayvns
    @timmayvns ปีที่แล้ว

    FYI Everyone gets 1 month free on skillshare anyway , just saying ..they should have given you a better offer since they partnered with you on it , they ripped you off . great videos btw

  • @someoneontheinternet3090
    @someoneontheinternet3090 ปีที่แล้ว

    I can still remember popping Mario 64 into the N64 on Christmas morning and watching it load for the first time. Magic. Mario in 3D! Wait, why does it look like that? That's not what Mario looks like. Why did they use these ugly mismatched pictures for everything? Now I know. Eventually the aesthetic grew on me but I hated it at first.

  • @hirskyiTikych
    @hirskyiTikych ปีที่แล้ว

    2:06 Im just so glad that it didn’t happen

  • @baldpolnareff7224
    @baldpolnareff7224 ปีที่แล้ว +2

    🗿🗿🗿🗿🗿

  • @jo-fhreycorpuz
    @jo-fhreycorpuz ปีที่แล้ว

    Optimize

  • @spencerdiniz
    @spencerdiniz ปีที่แล้ว +28

    The video content is great and the explanation is top notch… but inserting random internet meme videos every other frase is a deal breaker for me. Gave up watching before halfway through the video.

    • @mynamesmario
      @mynamesmario 5 หลายเดือนก่อน +1

      Rip

    • @George-xm8bo
      @George-xm8bo 4 หลายเดือนก่อน +5

      I totally agree. Is this children’s content or developer content? This video makes me feel so stupid and disrespected 😂

    • @OmegaSan
      @OmegaSan 2 หลายเดือนก่อน

      Do not Cry

    • @HenriqueLoesch
      @HenriqueLoesch 2 หลายเดือนก่อน

      ​@@George-xm8bo Don't worry, is not just a feeling

    • @DioJeans
      @DioJeans 13 วันที่ผ่านมา

      womp womp

  • @WhitelistedTheRetarded
    @WhitelistedTheRetarded 4 หลายเดือนก่อน

    Yo where did you get the first meme from?

  • @DARK_AMBIGUOUS
    @DARK_AMBIGUOUS หลายเดือนก่อน

    Switch games Stil don't use RTX Graphics or a Lumen Lighting

  • @fauxshowyo
    @fauxshowyo ปีที่แล้ว +3

    Have you thought of maybe calming it with the 5 million meme clips you throw in there? It's exceedingly distracting

  • @ConswaMcGaga
    @ConswaMcGaga ปีที่แล้ว +1

    this editing is headache inducing

  • @mitchellrogers5130
    @mitchellrogers5130 ปีที่แล้ว

    Great video but my god why does every youtuber feel the need to fill every second of every video with memes related to every single thing they say. It was good for a while but now everyone does it. Otherwise really good video

  • @claudio7010
    @claudio7010 ปีที่แล้ว

    console's boudablou

  • @JKSmith-qs2ii
    @JKSmith-qs2ii ปีที่แล้ว +5

    The meme shit really ruins the video.

  • @milkyrinoa5921
    @milkyrinoa5921 ปีที่แล้ว

    Well nothing special tho, guess no magic involved sighhhhh

  • @cjjuszczak
    @cjjuszczak 7 หลายเดือนก่อน +2

    great video, but please, the eye-tracking zoom shots of your face o.O
    very nausea-inducing.

  • @iamawatcher9201
    @iamawatcher9201 ปีที่แล้ว +7

    cringe memes

  • @bobalinx8762
    @bobalinx8762 ปีที่แล้ว

    The use of unrelated memes seems a bit much.

  • @anmolagrawal5358
    @anmolagrawal5358 6 หลายเดือนก่อน

    3:27 That close up auto face tracking movements look very weird and cringe pls don't do them

  • @smittywerbenjj1
    @smittywerbenjj1 ปีที่แล้ว

    Very informative content. But the memes are so annoying. Please reduce

  • @angelrubiov
    @angelrubiov ปีที่แล้ว +2

    Why is this 8:43 minute video giving like 30 seconds of real info and 8:13 minutes of edits and memes. There’s so much filler omg

    • @grkb
      @grkb ปีที่แล้ว

      blame our generation

  • @Tyler-qh9jm
    @Tyler-qh9jm ปีที่แล้ว +2

    IM BOUT TO BLoOoOW

    • @Smeaf
      @Smeaf  ปีที่แล้ว

      Some grab him a tissue!

  • @YuriNoirProductions
    @YuriNoirProductions 10 หลายเดือนก่อน

    well that's quite the oversimplification xD