A little trick for mirroring that I've found handy- add a loop cut down the middle and delete the vertices of the lefthand side half, then add the mirror modifier
Photo references: Lateral head: (if link dies search for: head-geo-08.jpg) lh6.googleusercontent.com/-f0dnk5nEURs/TWxy8ubPeiI/AAAAAAAAAKM/bpTUCNzqqWI/s1600/Head-Geo-08.jpg Front head: www.istockphoto.com/en/photo/blank-white-male-head-front-view-gm182137797-27373893 Shortcuts he used in video: 4:26 -> Clear location -> Alt + G
At 3:18 when you're talking about Medieval cats, the two cat paintings in the middle are actually from a (currently still alive) Columbian artist called Fernando Botero! He does weird proportions as a conscious stylistic choice and has made some really fun sculptures too.
There's a really cool video on TH-cam where they interviewed the creators of Crash Bandicoot and they talked about all the crazy ways they completely obliterated the hardware limits of the PS1. I think they found a way to talk more directly with the coprocessor so that they could push more polygons per frame. Also, they gave up on using any textured polygons at all because it would cause a 2x slowdown. Every thing you see in that game is flat shaded polygons, because they realized that the average rendered size of each of their polygons was 1.5 pixels anyway.
Would love a video that details how I should go about creating and applying textures for these models that suit the ps1 style. Thank you for the great tutorials! I'm learning heaps!
i know i'm not him, but what I do is take pictures from google of the thing i'm texturing, scale it down to aprox. 256x256 pixels and then aply them into the material with the UVmap editor and some settings he gave in an older video.
It's not really any different from normal texturing, you just want to stick to a roughly 128x texture size. The game engine you use is a bit more important there, you have to figure out which setting lets you turn off filtering and show off the textures in all their pixelly glory
The modeling process was moving a bit too fast for me. I'd love to see you make another in-depth tutorial on modeling characters/objects/terrains; or any other video but go slower as I couldn't keep up with some of your videos.
I have been looking for a tutorial like this for quite a while. I'm coming from an artistic background trying to learn games. This is absolutely what I need and I can't thank you enough. You're an underrated channel and I'll be sure to plug you in as many forums/subreddits I can.
I know this is a late comment but your model is massive, probably around 600 to 1000 polygons, worked with the PS1 way back in the day, most hero models, that's the character the player plays had 200 to 600, Crash Bandicoot had 612 and Lara Croft just 260, this was because of the way the PS1 executed instructions, the system specs say 10,000 polygons per frame but the actual number was more like 3000, this was because of the system cache's and RAM, it wasn't just textures and polygons we were sending, it was data sets on raster's, this was to tell the PS1 how many polygons each model has, were it was and how far away it was from the player character, the PS1 didn't have a z buffer, we had to program our own, it also lacked floating point data, hence the wobbly graphics, all those instructions had to be executed before anything was rendered, notice the specs say in *hardware* , that means if the hardware was just making polygons, clever marketing trick from Sony, all the system information had to be written in machine code, just like any computer ever but the game code was written in C, the PS1 stores data from the disk into the caches on the board, then the CPU draws from those to organise and execute instruction sets, to draw frames the PS1 had a frame buffer that the CPU would call on to draw the polygons on the screen, the buffer was limited however and writing the code to call on those instructions, textures and game code was a nightmare, it was fast in hardware but slow in software, we got around a lot of these problems by reducing the amount called on the screen at a time, freeing space in the hardware to make the games run at a smooth 30fps, making low poly models leaves more polys for the environment, sound and effects, so Lara Croft was low poly to make the environments more transversable, whereas Crash Bandicoot needed to be higher in polygons because he took up much of the screen, blender can't replicate the effects of the PS1 graphics because it was hardware limitations that made the games appear that way, a good example is emulated games, same game, more likely crash dumped from the disk but the effects of z buffer wobble and dithering are not present, I suppose if there is a way to tell blender to randomly skip some frames in a render you might get closer to the original, we dumped loads of frames when making in game cutscenes, you can't even tell, Resident Evil has tons of them, which is weird because all the backgrounds are prerendered images!
Great work! I think it would be cool to texture this guy next time. You could make a poll, so people chose one of characters you'd like to model or texture
I love the look and feel the graphics, because of limitations of the ps1 and older games had excellent music, e.g. Medievil 1 had a great look and the sounds, same said for the first 2 Oddworld games, great mood, the remakes are ok, but they have lost a good amount of the elements that made them iconic, I had a different vision of what the remakes should of been and I doubt i'm alone. Vid was very inspirational :)
on the topic of medieval cats: in illuminated manuscripts from the church prior to the reformation, monks weren't allowed to just go out, look at a tree, and paint it. it was considered sinful and not allowed. they had to dip into a prescribed and approved reference book to draw from, which they were forced to copy. so whatever the tree looked like in the book, they would replicate. now when duplicating these books, imagine a butterfly effect of subtle differences in each and every tree. over time, the tree looks nothing like its original intention! but unfortunately this is how it had to be copied. Now apply this effect to said cats, and voila! grotesque chupacabra :)
My current understanding of smooth vs flat shading is that smooth shading is actually the cheaper of the two. Since for smooth shading the vertex normals of each vertices can be shared between vertices, while for flat shading the vertex normals are spilt and are not shared. Likewise UV seams act the same as flat shading adding to the hidden vertex cost with the vertices on the seam being spilt between the islands. I could be misunderstanding the information however, so feel free to correct me if I am wrong!
@@TheSicklyWizard Really looking forward to the clothing part of these character creations - I'm really struggling to come up with something myself at the moment. I'd love to try and emulate the kind of textures from Resi Evil 2 but my art skills are basically nonexistant
@@TheSicklyWizard You're welcome, it's really good stuff you're putting out here. I'll like and share what I can to help you in the algorithm. Best of luck my dude!
I've been wanting to make a small animation/game for some friends in a server and I figured PS1 graphics would be the best and I found this tutorial and honestly it did no dissapoint. I love you.
7:50 I'm a beginner, so correct me if I've misunderstood your meaning, but lowering the focal length definitely seems to INCREASE visual distortion, like a fisheye lens. Take it down further to 10 and see what I mean. As you raise the focal length you get closer to orthographic view.
It's been a long time since I made this video, I don't remember what I said. But you have it right. Lower focal length = wider fov / more distortion. Higher is closer to orthographic
4:50 is the most confusing part cause theirs information he missed. One he puts the mirror modifier the next he controls all the vertices to one point then seperate the mirror objects away from each other like its nothing without any context?
Great tutorial! It's all very well explained. It's fast, but that's what the stop and rewind buttons are for haha If had to make a suggestion, I'd say displaying the shortcuts you use on the screen. Just a moment, but it really helps to see what you are doing. Keep up the good work!
Ive tried doing that using the screencast keys addon, and often times it breaks or doesnt work. Id have to do them manually and thats alot of work im nkt wanting to do :(
For bends in arms and legs I think it's essential you use collapsible joint topology. Especially for characters like this Its a well known thing so you can search it up and find quick tutorials on TH-cam but it looks so much better
3:05 That would've been medieval times. The Renaissance was when people actually developed the "rules" for things like perspective, and proportions, and started to actually pay attention to people's facial features, rather than subjects suffering from more same-face syndrome than an Akira Toriyama series.
I mean the Egyptians managed to draw/sculpt cats pretty well. Maybe medieval European artists just collectively agreed that they couldn't be arsed to learn how to draw cats.
I'm probably going to do more, I'll texture them probably give them hair, some accessories, and rig them as well. I want this character to be a full production that looks good. Anything you would like to see me tackle :)
@@TheSicklyWizard Please make a tutorial on that, using a photo of an actual person, how to put this on the head of the character? I can do the clothes decently well but I can't figure out how to UV map and texturize the head :S I'm getting quite frustrated hahaha. Thankssssssss
Great video! I'm interested in making a kind of anime style model, so something along the lines of final fantasy 9, Persona, or maybe even Jet Set Radio just to name a few. Is there a secret you know of to achieve the style of these or will what you've detailed in the video suffice for what I'm going after?
Hmm, I'm not entirely certain if there are really any "Secrets" to achieve that style other than studying it. I'm not familiar at all with Anime styling, although if you know a lot about anime and the kind of aesthetics that use, it should translate to modeling and especially texturing. at least I would think so. Sorry if that isn't so helpful, I could always make a video about it sometime in the future!
@@TheSicklyWizard Thank you! I will look into a little more then. I think it's just the blockiness that has me concerned, but I'm looking at a low poly model right now and it seems similar to me, so maybe it's just a matter of texturing to give it a smoother/rounder look?
Yeah, Texturing will definitely help. Also, I think often times PS1 models faked shading, so the models aren't actually lit, they were just textured that way. so that would remove some awkwardness/blockiness of the model
@@kawaiichan9747 Just to add on to this - you can maybe check this site www.models-resource.com/playstation/finalfantasy8/ download the models and study how the form and shape in more detail in blender/maya etc
I'm glad that you can do this kind of low poly rendering. I have an Intel UHD G1 Integrated GPU with an i3 1005g1 1.2ghz dual core CPU. I'm hoping that rendering wouldn't take forever with this kind of style. Also, shouldn't it be like rendering in the late 90s early 2000s?
@@TheSicklyWizard when you go to pull up your references there are 2 pictures 1 with a frog and 1 with revolver, thay are next to each other and the revolver is pointing at the frog
OK so im totally new to blender but everytime i loopcut and mirror my cube its like theres a second cube inside??? and idk what to do about it and it just doesnt move correctly
It's 90K/second textured, lit and Gouraud shaded, so 3K/second and 30fps or 250 cubes @12 tris per cube, still naff, given the texturing was not perspective corrected and it's pretty tough to create a character even out of ~1K quads and it not look awful
I don't think I did in the video, if there's any more symmetrical details I need to ad to the characters I add them and then I apply the modifier. Though, for safety's sake you can save the model at various stages of progress so you can revert to any stage if need be
Yea, the mirror modifier mirrors relative to the origin of the object. Since the cube is centered on the origin it just mirrors itself without actually separating
me at 1am having never owned blender: yes youtube i would like to learn how to make ps1 style graphics.
great vid keep it up!
Im surprised the algorithm works that well XD. Im glad you liked it!
its free btw
Literally me yesterday
this channel is a gem
...an absolute gem and a half
A little trick for mirroring that I've found handy- add a loop cut down the middle and delete the vertices of the lefthand side half, then add the mirror modifier
Yeah, this is elementarny technique.
@@narne3330 elementary?
@@minktrap Your stary elementary.
@@narne3330 ight bro
thank you you solved my problem
Photo references:
Lateral head: (if link dies search for: head-geo-08.jpg)
lh6.googleusercontent.com/-f0dnk5nEURs/TWxy8ubPeiI/AAAAAAAAAKM/bpTUCNzqqWI/s1600/Head-Geo-08.jpg
Front head:
www.istockphoto.com/en/photo/blank-white-male-head-front-view-gm182137797-27373893
Shortcuts he used in video:
4:26 -> Clear location -> Alt + G
At 3:18 when you're talking about Medieval cats, the two cat paintings in the middle are actually from a (currently still alive) Columbian artist called Fernando Botero! He does weird proportions as a conscious stylistic choice and has made some really fun sculptures too.
There's a really cool video on TH-cam where they interviewed the creators of Crash Bandicoot and they talked about all the crazy ways they completely obliterated the hardware limits of the PS1. I think they found a way to talk more directly with the coprocessor so that they could push more polygons per frame. Also, they gave up on using any textured polygons at all because it would cause a 2x slowdown. Every thing you see in that game is flat shaded polygons, because they realized that the average rendered size of each of their polygons was 1.5 pixels anyway.
What about Crash Bandicoot's back fur texture?
@@sketchsskotch1073 His whole body and all the textures were just flat shaded polygons.
@@BrainSlugs83 His shoes and back are in fact textured
Would love a video that details how I should go about creating and applying textures for these models that suit the ps1 style.
Thank you for the great tutorials! I'm learning heaps!
i know i'm not him, but what I do is take pictures from google of the thing i'm texturing, scale it down to aprox. 256x256 pixels and then aply them into the material with the UVmap editor and some settings he gave in an older video.
@@_.gio_van Thanks for the reply! I'm going to try attempt that!
It's not really any different from normal texturing, you just want to stick to a roughly 128x texture size. The game engine you use is a bit more important there, you have to figure out which setting lets you turn off filtering and show off the textures in all their pixelly glory
The modeling process was moving a bit too fast for me.
I'd love to see you make another in-depth tutorial on modeling characters/objects/terrains; or any other video but go slower as I couldn't keep up with some of your videos.
Great video as always! Using the sculpting smooth tool is something I didn't consider and a game changer honestly.
I have been looking for a tutorial like this for quite a while. I'm coming from an artistic background trying to learn games. This is absolutely what I need and I can't thank you enough.
You're an underrated channel and I'll be sure to plug you in as many forums/subreddits I can.
Thanks i highly appreciate it :)
yo what sorta art u make? watching this now and i’m in ur exact situation, did u ever make low poly games?
I’ve been havin’ a lot of trouble with character modelling & this helped a ton! Keep up the great work!
I know this is a late comment but your model is massive, probably around 600 to 1000 polygons, worked with the PS1 way back in the day, most hero models, that's the character the player plays had 200 to 600, Crash Bandicoot had 612 and Lara Croft just 260, this was because of the way the PS1 executed instructions, the system specs say 10,000 polygons per frame but the actual number was more like 3000, this was because of the system cache's and RAM, it wasn't just textures and polygons we were sending, it was data sets on raster's, this was to tell the PS1 how many polygons each model has, were it was and how far away it was from the player character, the PS1 didn't have a z buffer, we had to program our own, it also lacked floating point data, hence the wobbly graphics, all those instructions had to be executed before anything was rendered, notice the specs say in *hardware* , that means if the hardware was just making polygons, clever marketing trick from Sony, all the system information had to be written in machine code, just like any computer ever but the game code was written in C, the PS1 stores data from the disk into the caches on the board, then the CPU draws from those to organise and execute instruction sets, to draw frames the PS1 had a frame buffer that the CPU would call on to draw the polygons on the screen, the buffer was limited however and writing the code to call on those instructions, textures and game code was a nightmare, it was fast in hardware but slow in software, we got around a lot of these problems by reducing the amount called on the screen at a time, freeing space in the hardware to make the games run at a smooth 30fps, making low poly models leaves more polys for the environment, sound and effects, so Lara Croft was low poly to make the environments more transversable, whereas Crash Bandicoot needed to be higher in polygons because he took up much of the screen, blender can't replicate the effects of the PS1 graphics because it was hardware limitations that made the games appear that way, a good example is emulated games, same game, more likely crash dumped from the disk but the effects of z buffer wobble and dithering are not present, I suppose if there is a way to tell blender to randomly skip some frames in a render you might get closer to the original, we dumped loads of frames when making in game cutscenes, you can't even tell, Resident Evil has tons of them, which is weird because all the backgrounds are prerendered images!
i avoided this video but now I realize its one of the best ones when i comes to character moddeling for ps1
Words cant even describe how happy i am to have these tutorials and channel , thank you
Great work! I think it would be cool to texture this guy next time. You could make a poll, so people chose one of characters you'd like to model or texture
I love the look and feel the graphics, because of limitations of the ps1 and older games had excellent music, e.g. Medievil 1 had a great look and the sounds, same said for the first 2 Oddworld games, great mood, the remakes are ok, but they have lost a good amount of the elements that made them iconic, I had a different vision of what the remakes should of been and I doubt i'm alone.
Vid was very inspirational :)
on the topic of medieval cats:
in illuminated manuscripts from the church prior to the reformation, monks weren't allowed to just go out, look at a tree, and paint it. it was considered sinful and not allowed. they had to dip into a prescribed and approved reference book to draw from, which they were forced to copy. so whatever the tree looked like in the book, they would replicate. now when duplicating these books, imagine a butterfly effect of subtle differences in each and every tree. over time, the tree looks nothing like its original intention! but unfortunately this is how it had to be copied. Now apply this effect to said cats, and voila! grotesque chupacabra :)
This is very helpful for this project I'm currently making, thanks!
3:22
It's Vladislav from What We Do In The Shadows
Why am I finding this now, *exactly* a year after it's uploaded. And I've needed this for a while.
I've used this so much to help with my first game
Can't wait to slice them in half
i use rounded cubes to get my geometry easier when working with low poly it saves time and allows me to start shaping things instantly .
My current understanding of smooth vs flat shading is that smooth shading is actually the cheaper of the two. Since for smooth shading the vertex normals of each vertices can be shared between vertices, while for flat shading the vertex normals are spilt and are not shared. Likewise UV seams act the same as flat shading adding to the hidden vertex cost with the vertices on the seam being spilt between the islands. I could be misunderstanding the information however, so feel free to correct me if I am wrong!
Excelent video, it deserves more likes.
I like the retro style.
Loving this series btw, it's been a massive help to me!
Glad to hear it!
@@TheSicklyWizard Really looking forward to the clothing part of these character creations - I'm really struggling to come up with something myself at the moment.
I'd love to try and emulate the kind of textures from Resi Evil 2 but my art skills are basically nonexistant
Thank you so much I’ve tried like 100 times to make a low poly model and I couldn’t put this tutorial help me a lot
This is great! Definitely will share with my friends
Thanks i appreciate it :]
Sometimes I wonder how this channel doesn't have 12k subscriptions.
Its cause im lazy XD
Excellent choice of music
holy molly this channel has what I'm missing.
wow this simplified it.
and i never though to ctrl click it.
thank you.
YOU NEED MORE VIEWS, THIS IS HIGH QUALITY PRODUCTION VALUE YOU HAVE HERE.
Thanks, i appreciate ir
@@TheSicklyWizard You're welcome, it's really good stuff you're putting out here. I'll like and share what I can to help you in the algorithm. Best of luck my dude!
I've been wanting to make a small animation/game for some friends in a server and I figured PS1 graphics would be the best and I found this tutorial and honestly it did no dissapoint. I love you.
7:50 I'm a beginner, so correct me if I've misunderstood your meaning, but lowering the focal length definitely seems to INCREASE visual distortion, like a fisheye lens. Take it down further to 10 and see what I mean. As you raise the focal length you get closer to orthographic view.
It's been a long time since I made this video, I don't remember what I said. But you have it right. Lower focal length = wider fov / more distortion. Higher is closer to orthographic
Your vibe is 💯
Thanks :)
@@TheSicklyWizard I mean it. You have just the right amount of epic maymay humor factored into your videos
This is perfect, just what I was looking for. Thanks!
Sweet videos man, looking forward to more!
4:50 is the most confusing part cause theirs information he missed. One he puts the mirror modifier the next he controls all the vertices to one point then seperate the mirror objects away from each other like its nothing without any context?
wow mega-man x music. What a beast!
Great tutorial! It's all very well explained. It's fast, but that's what the stop and rewind buttons are for haha
If had to make a suggestion, I'd say displaying the shortcuts you use on the screen. Just a moment, but it really helps to see what you are doing.
Keep up the good work!
Ive tried doing that using the screencast keys addon, and often times it breaks or doesnt work. Id have to do them manually and thats alot of work im nkt wanting to do :(
For bends in arms and legs I think it's essential you use collapsible joint topology. Especially for characters like this Its a well known thing so you can search it up and find quick tutorials on TH-cam but it looks so much better
you deserve million subs, sick stuff :)
This is the easiesssst tutorial to follow
Great video as always!
Super helpful man, many thanks 👍👍
make a full chracter rigging video please
Looking forward to when you get around to UV unwrapping and texturing.
3:05 That would've been medieval times. The Renaissance was when people actually developed the "rules" for things like perspective, and proportions, and started to actually pay attention to people's facial features, rather than subjects suffering from more same-face syndrome than an Akira Toriyama series.
Thanks mate, that makes a lot more sense!
I m glad i clicked on this video
Harry Masons model isn't segmented, most later PS1 games used skinned models, and all the Silent Hill characters were just that.
Add a loop cut in the middle of the neck and bevel it so it doesn't appear broken when rigged
I can't figure out how to separate the mirrored cube into two cubes like he does at 5:00 any help would be greatly appreciated.
Same here!
@@dynamiczero Just using one cube instead now. Works fine for what I'm making.
This is a amazing tutorial but there were some moments where the process went a bit fast xD! but keep up the good work!
I mean the Egyptians managed to draw/sculpt cats pretty well. Maybe medieval European artists just collectively agreed that they couldn't be arsed to learn how to draw cats.
Honestly, i think it was some sort of cultural joke. There's also apparently a lot of depictions of cats liking their butts too. Not sure why.
12:17 for me it was right click
That is what I ment when i said click, flub on my end that i missed
@@TheSicklyWizard no problem, i have a lot of fun with your tutorial.
modelling these hands is going to be the death of me
Best intro.
Awesome !!!! Thanks , Just found the Channel , i have alot to study here !! ⚡⚡⚡
that sonic music though
I’m really interested in the part where you focus on coloring and detailing the face. Like making eyes that blink and a mouth that opens and closes
Lmfao the cat reference was hilarious.
I often had problem when texturing (UV) is that they not pixel perfect, like triangle pixels etc. But I get more hang of it
where is the model's link tho?
I'd love to see you add ps1 hair to this!
I intend to :)
16:17 When you say "LMAO" too much.
Will you texture the character ?
I'm probably going to do more, I'll texture them probably give them hair, some accessories, and rig them as well. I want this character to be a full production that looks good. Anything you would like to see me tackle :)
@@TheSicklyWizard oh nice, thats pretty much what i wanted
@@TheSicklyWizard Please make a tutorial on that, using a photo of an actual person, how to put this on the head of the character? I can do the clothes decently well but I can't figure out how to UV map and texturize the head :S I'm getting quite frustrated hahaha. Thankssssssss
@@DutchVikingGuy21 i do intend to do that
@@TheSicklyWizard will you cover the japanese style of uv unwrapping? or will it something be like ian huberts style of U -> project from view?
thank u so much broooo
The pink Model just looks like Cerberus from Ultrakill
The sonic music in the background.
Thanks i tried it and it looks good is there a video on how to rig it ?
The ps1 graphic is the next gen
exactly what i wanted. cant fucking believe it. thanks
Half watch half just doing what feels right
Great video! I'm interested in making a kind of anime style model, so something along the lines of final fantasy 9, Persona, or maybe even Jet Set Radio just to name a few. Is there a secret you know of to achieve the style of these or will what you've detailed in the video suffice for what I'm going after?
Hmm, I'm not entirely certain if there are really any "Secrets" to achieve that style other than studying it. I'm not familiar at all with Anime styling, although if you know a lot about anime and the kind of aesthetics that use, it should translate to modeling and especially texturing. at least I would think so.
Sorry if that isn't so helpful, I could always make a video about it sometime in the future!
@@TheSicklyWizard Thank you! I will look into a little more then. I think it's just the blockiness that has me concerned, but I'm looking at a low poly model right now and it seems similar to me, so maybe it's just a matter of texturing to give it a smoother/rounder look?
Yeah, Texturing will definitely help. Also, I think often times PS1 models faked shading, so the models aren't actually lit, they were just textured that way. so that would remove some awkwardness/blockiness of the model
@@kawaiichan9747 Just to add on to this - you can maybe check this site www.models-resource.com/playstation/finalfantasy8/
download the models and study how the form and shape in more detail in blender/maya etc
@@Hennejoe Thank you, I will try that!
I'm glad that you can do this kind of low poly rendering. I have an Intel UHD G1 Integrated GPU with an i3 1005g1 1.2ghz dual core CPU. I'm hoping that rendering wouldn't take forever with this kind of style. Also, shouldn't it be like rendering in the late 90s early 2000s?
Rad
Thanks :)
Missed the oportunity to model Billy Herrington...
We not gonna talk about the frog being held at gunpoint? #freethefrog
I haven't watched this video in a year and no idea what this means
@@TheSicklyWizard when you go to pull up your references there are 2 pictures 1 with a frog and 1 with revolver, thay are next to each other and the revolver is pointing at the frog
would be great to know what shortcuts your using to loop cut like that
it's Ctrl + R
tell more about texturing please
OK i figured out why my mirror wasn't working, delete half of the box before you add the modifier, bing bang boom, presto, now it works!
that's can be a dumb question but, how did you copy that face (12:10)? Ctrl+c and ctrl+v ? Because I can't copy like you :(
Lol, that was a really dumb question. The answer of my question in this video: th-cam.com/video/tMusU0Vvbto/w-d-xo.html
how is it with trangles vs quads in case of PS1? Werent they using triangles as today in games?
6:09 how?
is there by any chance can i download the model?
i forgot to save my human in blender so here i am again
OK so im totally new to blender but everytime i loopcut and mirror my cube its like theres a second cube inside??? and idk what to do about it and it just doesnt move correctly
Una pregunta por que tu video, ¿cuando quiero traducirlo automáticamente dice que estas hablando vietnamita?
It's 90K/second textured, lit and Gouraud shaded, so 3K/second and 30fps or 250 cubes @12 tris per cube, still naff, given the texturing was not perspective corrected and it's pretty tough to create a character even out of ~1K quads and it not look awful
Can you post a download link for the basemesh?
wheres pt2
can you make a tutorial on the water animation?
How detailed a water animation?
@@TheSicklyWizard not so much, i do believe you;ve shared one water with a stone drop/splash animation! something like that
I could do a small bit on water animations
TheSicklyWizard it would be awesome!
dont wann reinvent the wheel, ny chnce one can grb this model?
where are the rigging/animation videos mentioned?
Ive yet to make it yet :(
did you ever click apply the mirror modifier or no?
I don't think I did in the video, if there's any more symmetrical details I need to ad to the characters I add them and then I apply the modifier. Though, for safety's sake you can save the model at various stages of progress so you can revert to any stage if need be
do you have a link to download these characters?
about texsturing, how do i texture properly without having to deal with the mirrored texsture?
You would have to apply the mirror modifier and if map it from there
link to the model? 🤔
am i the onl one where when i click mirror the cube does not epratate but is still one cube mirroring both sides of itself
Yea, the mirror modifier mirrors relative to the origin of the object. Since the cube is centered on the origin it just mirrors itself without actually separating