How to make PS1-Esque graphics with Blender 2.8 (Basic Character Modeling)

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  • เผยแพร่เมื่อ 28 ก.ย. 2024
  • A lot of people were asking about character modeling. I hope this is exactly what you guys wanted and is as helpful as I hope it is! I do need your feedback to ensure that my videos are as helpful as possible. Otherwise whats the point of making tutorial videos, right?
    Edit: I forgot to put in the link for the NKU Drawing Database. Absolutely check them out, hours and hours of awesome art resources!
    / @thedrawingdatabase8743
    Music by appearance:
    Megaman X - Boomer Kuanger
    G.I.T.S Megatech Body - Spook & Spell
    Sonic Mania - Chemical plant Zone
    I hope you liked the video,
    Like and subscribe for more content :)
    Follow me on Twitter - / sicklywiz
    Watch me Livestream Monday and Friday - / thesicklywizard
    Check out the PS1 Subreddit - / ps1graphics
    Come hang out in our PS1 Graphics Discord :) - / discord
    Support or buy me a Coffee if you liked my content :) - ko-fi.com/thes...

ความคิดเห็น • 245

  • @coopercallaghan
    @coopercallaghan 4 ปีที่แล้ว +338

    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!

  • @Jordan-ep8vx
    @Jordan-ep8vx 4 ปีที่แล้ว +139

    this channel is a gem

    • @louiegumede
      @louiegumede 4 ปีที่แล้ว +1

      ...an absolute gem and a half

  • @TitusPrime1995
    @TitusPrime1995 4 ปีที่แล้ว +87

    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.

  • @BrainSlugs83
    @BrainSlugs83 4 ปีที่แล้ว +36

    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.

    • @sketchsskotch1073
      @sketchsskotch1073 ปีที่แล้ว

      What about Crash Bandicoot's back fur texture?

    • @BrainSlugs83
      @BrainSlugs83 ปีที่แล้ว

      @@sketchsskotch1073 His whole body and all the textures were just flat shaded polygons.

    • @gimmedataids
      @gimmedataids 6 หลายเดือนก่อน

      @@BrainSlugs83 His shoes and back are in fact textured

  • @Aosa_Aosa
    @Aosa_Aosa 4 ปีที่แล้ว +38

    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!

    • @_.gio_van
      @_.gio_van 4 ปีที่แล้ว +6

      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.

    • @Aosa_Aosa
      @Aosa_Aosa 4 ปีที่แล้ว +1

      @@_.gio_van Thanks for the reply! I'm going to try attempt that!

    • @Dogman_35
      @Dogman_35 2 ปีที่แล้ว

      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

  • @testytester2338
    @testytester2338 4 ปีที่แล้ว +29

    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.

    • @TheSicklyWizard
      @TheSicklyWizard  4 ปีที่แล้ว +3

      Thanks i highly appreciate it :)

    • @ethynethyn
      @ethynethyn ปีที่แล้ว

      yo what sorta art u make? watching this now and i’m in ur exact situation, did u ever make low poly games?

  • @LarsHost
    @LarsHost 4 ปีที่แล้ว +5

    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

  • @brandondp.23
    @brandondp.23 3 ปีที่แล้ว +3

    I’ve been havin’ a lot of trouble with character modelling & this helped a ton! Keep up the great work!

  • @Snweos
    @Snweos 4 ปีที่แล้ว +4

    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!

  • @ColdBlueLight
    @ColdBlueLight 3 ปีที่แล้ว +5

    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 .

  • @traggeydatroll
    @traggeydatroll 4 ปีที่แล้ว +6

    Harry Masons model isn't segmented, most later PS1 games used skinned models, and all the Silent Hill characters were just that.

  • @secretcommenter5720
    @secretcommenter5720 4 ปีที่แล้ว +1

    Sometimes I wonder how this channel doesn't have 12k subscriptions.

  • @glowiever
    @glowiever 3 ปีที่แล้ว

    holy molly this channel has what I'm missing.

  • @jaymadethat1362
    @jaymadethat1362 ปีที่แล้ว +1

    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?

  • @kyleboynton2748
    @kyleboynton2748 4 ปีที่แล้ว

    YOU NEED MORE VIEWS, THIS IS HIGH QUALITY PRODUCTION VALUE YOU HAVE HERE.

    • @TheSicklyWizard
      @TheSicklyWizard  4 ปีที่แล้ว

      Thanks, i appreciate ir

    • @kyleboynton2748
      @kyleboynton2748 4 ปีที่แล้ว

      @@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!

  • @mathieuvart
    @mathieuvart ปีที่แล้ว

    Excellent choice of music

  • @diogo7525
    @diogo7525 3 ปีที่แล้ว +5

    The ps1 graphic is the next gen

  • @gimmedataids
    @gimmedataids 6 หลายเดือนก่อน

    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.

    • @TheSicklyWizard
      @TheSicklyWizard  6 หลายเดือนก่อน

      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

  • @antanaspaskauskas9432
    @antanaspaskauskas9432 2 ปีที่แล้ว

    This is perfect, just what I was looking for. Thanks!

  • @daetheknight.
    @daetheknight. 2 ปีที่แล้ว

    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

  • @efeloteishe4675
    @efeloteishe4675 ปีที่แล้ว

    Add a loop cut in the middle of the neck and bevel it so it doesn't appear broken when rigged

  • @Ferukin7575
    @Ferukin7575 10 หลายเดือนก่อน

    The pink Model just looks like Cerberus from Ultrakill

  • @MitchWadeCole
    @MitchWadeCole 3 ปีที่แล้ว

    you deserve million subs, sick stuff :)

  • @guso6042
    @guso6042 3 ปีที่แล้ว +2

    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.

    • @dynamiczero
      @dynamiczero 3 ปีที่แล้ว

      Same here!

    • @guso6042
      @guso6042 3 ปีที่แล้ว

      @@dynamiczero Just using one cube instead now. Works fine for what I'm making.

  • @AdamSweeney85
    @AdamSweeney85 4 ปีที่แล้ว

    I'd love to see you add ps1 hair to this!

  • @SebastianG1623
    @SebastianG1623 5 หลายเดือนก่อน

    Una pregunta por que tu video, ¿cuando quiero traducirlo automáticamente dice que estas hablando vietnamita?

  • @GhettoWxzrd
    @GhettoWxzrd 3 ปีที่แล้ว

    This is the easiesssst tutorial to follow

  • @shodan2002
    @shodan2002 2 ปีที่แล้ว

    Thanks i tried it and it looks good is there a video on how to rig it ?

  • @damnyouallgotohell2875
    @damnyouallgotohell2875 2 ปีที่แล้ว

    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

  • @bovineox1111
    @bovineox1111 2 ปีที่แล้ว

    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

  • @SawedOffClown
    @SawedOffClown 4 ปีที่แล้ว +2

    Rad

  • @AdamAdam-cz1wf
    @AdamAdam-cz1wf ปีที่แล้ว

    The brick effect

  • @daslynnter9841
    @daslynnter9841 2 ปีที่แล้ว

    Why are you using rectangles and not triangles for your faces?

    • @daslynnter9841
      @daslynnter9841 2 ปีที่แล้ว

      As i understand it, triangles are the best way to get the most geometry with the least vertices, and thus video games, especially from this time used triangles exclusively.

    • @TheSicklyWizard
      @TheSicklyWizard  2 ปีที่แล้ว

      all quads are just a pair of 2 tris, they just arnt excusively called in modeling, but thats all it is. im using quads because its also easier to edit and manage as i work, i can edge and ring select faces and manipulate them this way, which wouldnt be possible if i had strictly worked in tris. while i never actualy got to it, this was ment to be a series and i got distracted, the next step would be triangulating the face to get the most out of the volume of the shape.

  • @NicoNoInteresa
    @NicoNoInteresa 4 ปีที่แล้ว

    exactly what i wanted. cant fucking believe it. thanks

  • @parks-
    @parks- 3 ปีที่แล้ว

    i cannot find a good reference image
    bruh

  • @oleksiikolomiets4285
    @oleksiikolomiets4285 4 ปีที่แล้ว

    tell more about texturing please

  • @TheRealArtDoctor
    @TheRealArtDoctor 2 ปีที่แล้ว +1

    I don't know why but blender 3d always makes me want to have a heat attack with how weird it works.

  • @SerenadeURA
    @SerenadeURA 3 ปีที่แล้ว

    No matter what I do, I can't get the mirror modifier to work any way comparable to how yours functions in this video. As someone who comes from Maya, Blender's controls are the most obtuse and frustrating thing about the program, and while this tutorial is classroom level stuff, the glossing over of the controls that seem to "just work" in your hands is rough.

    • @TheSicklyWizard
      @TheSicklyWizard  3 ปีที่แล้ว +1

      I mean, what issue are you experiencing with the modifier?

    • @SerenadeURA
      @SerenadeURA 3 ปีที่แล้ว

      @@TheSicklyWizard Well, I've got my cube and I put the modifier on it, and I can't really get it to drag into two mirror versions like you have, but I obviously have a "second" cube kind of inside of the first.

    • @TheSicklyWizard
      @TheSicklyWizard  3 ปีที่แล้ว +1

      @@SerenadeURA The mirror modifier mirrors the cube relative to its object origin point., when you first create a cube, or when using the default cube, the origin is at the center of said cube. So when you give it the modifier, it creates this "internal" cube as you called it because it is mirroring this cube that is already crossing over the point where it is being mirrored. so you need to loop cut it down the center and delete the half you are going to mirror the other to.
      Does that make sense?

    • @SerenadeURA
      @SerenadeURA 3 ปีที่แล้ว

      @@TheSicklyWizard That's a bit different than what you showed in the video, but it is working much better. I appreciate your taking the time to clarify.

    • @DatCameraMON
      @DatCameraMON 7 หลายเดือนก่อน

      @@TheSicklyWizard Yeah, that isn't at all how you showed it in the video.

  • @deleteaccounts7613
    @deleteaccounts7613 3 ปีที่แล้ว

    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

    • @TheSicklyWizard
      @TheSicklyWizard  3 ปีที่แล้ว

      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

  • @miazhi_
    @miazhi_ 2 ปีที่แล้ว

    thank u so much broooo

  • @gamingchinchilla7323
    @gamingchinchilla7323 3 ปีที่แล้ว +1

    those cat paintings tho.
    Why arent they memes yet?

  • @ootw9600
    @ootw9600 3 ปีที่แล้ว

    dont wann reinvent the wheel, ny chnce one can grb this model?

  • @wilmeralexander2098
    @wilmeralexander2098 2 ปีที่แล้ว

    having keyboard shortcuts and name of them on the screen helps a ton!

  • @hetzelino2236
    @hetzelino2236 หลายเดือนก่อน

    does he use any extrude add-ons?

  • @periapsis413
    @periapsis413 ปีที่แล้ว

    Loomischads unite

  • @suzukito
    @suzukito 3 ปีที่แล้ว

    do you have a link to download these characters?

  • @DEMANATI
    @DEMANATI 3 ปีที่แล้ว

    Every time I click to drag a verticy it just highlights it please help

    • @TheSicklyWizard
      @TheSicklyWizard  3 ปีที่แล้ว

      Could you detail what you are doing a bit more? Blender can be a bit glitchy and if i could figure it out id need a lot more information

    • @DEMANATI
      @DEMANATI 3 ปีที่แล้ว

      @@TheSicklyWizard I'm trying to make a 3d character but I have no idea how to navigate through this software lmao and when I try to move a corner it just gets highlighted

    • @TheSicklyWizard
      @TheSicklyWizard  3 ปีที่แล้ว

      Try hitting G to see if that does anything?

    • @DEMANATI
      @DEMANATI 3 ปีที่แล้ว

      Yup that helps lmao thanks

  • @artmanstudios7037
    @artmanstudios7037 3 ปีที่แล้ว

    what about mario 64?

  • @kidando
    @kidando 3 ปีที่แล้ว

    Wait the leon and snake models are available online?

    • @TheSicklyWizard
      @TheSicklyWizard  3 ปีที่แล้ว +1

      Yeah, they are available from online repositories

    • @kidando
      @kidando 3 ปีที่แล้ว +1

      @@TheSicklyWizard cool. Thanks for the tutorial. Learned some important technical details

  • @gabrielrolim
    @gabrielrolim 4 ปีที่แล้ว

    can you make a tutorial on the water animation?

    • @TheSicklyWizard
      @TheSicklyWizard  4 ปีที่แล้ว +1

      How detailed a water animation?

    • @gabrielrolim
      @gabrielrolim 4 ปีที่แล้ว

      @@TheSicklyWizard not so much, i do believe you;ve shared one water with a stone drop/splash animation! something like that

    • @TheSicklyWizard
      @TheSicklyWizard  4 ปีที่แล้ว +3

      I could do a small bit on water animations

    • @gabrielrolim
      @gabrielrolim 4 ปีที่แล้ว

      TheSicklyWizard it would be awesome!

  • @jojojordan7917
    @jojojordan7917 2 ปีที่แล้ว

    link to the model? 🤔

  • @niklastsalkos
    @niklastsalkos 3 ปีที่แล้ว

    bro i dont even know how to change the shape of the box

  • @Brando550
    @Brando550 3 ปีที่แล้ว

    >how to make PS1-esque graphics
    >uses Megaman X music

  • @andrecpu4921
    @andrecpu4921 3 ปีที่แล้ว

    can i do this in 2.9?

  • @dentro_can1923
    @dentro_can1923 3 ปีที่แล้ว

    im here because im bad at modelling characters.
    *swear management ftw*

  • @pwhv
    @pwhv 3 ปีที่แล้ว

    arms have ngons

  • @BICFLAME
    @BICFLAME 3 ปีที่แล้ว

    Love ur vids Bro been helpin me a Lot but pleasee in the future don't Time lapse Stuff .. my mind is boggled Rn

  • @C.I...
    @C.I... 4 ปีที่แล้ว

    "Fifteen hundred thousand" is just about the weirdest way I've heard anyone say 150,000 ("one hundred and fifty thousand").

    • @TheSicklyWizard
      @TheSicklyWizard  4 ปีที่แล้ว

      Aah nuts. I messed that up and didnt realize! That a colloquial way we say numbers and it always confused me too. I don't know why i said that either. Im not entire sure what I even meant now when I said it XD

    • @C.I...
      @C.I... 4 ปีที่แล้ว

      @@TheSicklyWizard Haha no problem really.
      I'm a complete novice when it comes to 3d modelling, and I have an issue I don't see others talking about - I wonder if you could give me advice on it.
      I'm trying to work with triangles in order to make it easier to see/optimise the simple low-poly models I'm making, but all tutorials say doing that is wrong and that I should be ashamed for thinking that. I've ripped the 3d car models from driver 2 and they do things to smooth out the model that would be impossible to control with quads.
      What do?

    • @TheSicklyWizard
      @TheSicklyWizard  4 ปีที่แล้ว

      From my experience with blender, I would highly recommend using quads first. The only reason why is because it allows for ease of workflow and its a standard practice. The PS1, and all games as far as Im aware, use tris in their renders because it is the simplest topology and the model is already done; quads are easier to read and allow you to utilize blender's features to their best use. I recently did do a model where I modeled exclusively in tris instead of quads.
      (model here: www.reddit.com/r/ps1graphics/comments/hykhqr/i_tried_my_hand_at_the_256fes_challenge_heres_a/)
      Some of the features I usually use weren't an option (Edge loop select, face loop select, really any kind of lop selects.)simply because of how blender reads topology. this made the process a bit more challenging. What you can do, is model first in quads, then go to areas where you feel should be "optimized" and merge them together. then add on a Triangulate modifier" and let blender recalculate all the quads into tris for you.

    • @C.I...
      @C.I... 4 ปีที่แล้ว

      @@TheSicklyWizard Sounds like an issue with Blender being total crap at reading topology to me. Any out there that let you use tris? I will be using so few that I don't need all those.

    • @TheSicklyWizard
      @TheSicklyWizard  4 ปีที่แล้ว

      I wouldn't say its a matter of blender being "crap" but an encompassing problem with calculations based on mathematics and geometry that every 3d software has to address. in blender loops are calculated along edges relalive to where you select. With quads the calculations are easy, the selection will follow along a "straight" a set of edges like lines on a grid. however, the problem occurs when a there are 3, or more than 4 edges connected together because the computer wouldn't know which edge would complete the loop. Modeling in tris simply breaks those calculations.
      I am unfamiliar with any software that would allow you to model exlucively in tris. I know from experience that you can model in tris with blender but the workflow can get painful if you need to edit portions of mesh all at once.

  • @BelBox
    @BelBox ปีที่แล้ว

    Lol,2:51 in russian

  • @nocultist7050
    @nocultist7050 3 ปีที่แล้ว

    too much polygonsssss... just go check meshes of first silent hill XD

  • @areallyboredindividual8766
    @areallyboredindividual8766 3 ปีที่แล้ว +146

    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

    • @narne3330
      @narne3330 2 ปีที่แล้ว +3

      Yeah, this is elementarny technique.

    • @555remidi
      @555remidi 2 ปีที่แล้ว +2

      @@narne3330 elementary?

    • @narne3330
      @narne3330 2 ปีที่แล้ว +2

      @@555remidi Your stary elementary.

    • @555remidi
      @555remidi 2 ปีที่แล้ว +7

      @@narne3330 ight bro

    • @irimisk
      @irimisk 7 หลายเดือนก่อน

      thank you you solved my problem

  • @jm3267
    @jm3267 3 ปีที่แล้ว +79

    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.

  • @richardwilliam4241
    @richardwilliam4241 3 ปีที่แล้ว +61

    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 :)

  • @robawsome
    @robawsome 4 ปีที่แล้ว +12

    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 :)

  • @official_noself
    @official_noself 3 ปีที่แล้ว +3

    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

  • @ericmuller7434
    @ericmuller7434 4 ปีที่แล้ว +8

    Great video as always! Using the sculpting smooth tool is something I didn't consider and a game changer honestly.

  • @MDksa123
    @MDksa123 4 ปีที่แล้ว +11

    Will you texture the character ?

    • @TheSicklyWizard
      @TheSicklyWizard  4 ปีที่แล้ว +12

      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 :)

    • @MDksa123
      @MDksa123 4 ปีที่แล้ว

      @@TheSicklyWizard oh nice, thats pretty much what i wanted

    • @DutchVikingGuy21
      @DutchVikingGuy21 3 ปีที่แล้ว +1

      @@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

    • @TheSicklyWizard
      @TheSicklyWizard  3 ปีที่แล้ว +1

      @@DutchVikingGuy21 i do intend to do that

    • @not_herobrine3752
      @not_herobrine3752 3 ปีที่แล้ว

      @@TheSicklyWizard will you cover the japanese style of uv unwrapping? or will it something be like ian huberts style of U -> project from view?

  • @justcallmeavi3255
    @justcallmeavi3255 3 หลายเดือนก่อน +1

    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!

  • @CarpathianWasteGroup
    @CarpathianWasteGroup 2 ปีที่แล้ว +2

    where is the model's link tho?

  • @thedevilhimself1728
    @thedevilhimself1728 3 ปีที่แล้ว +2

    3:22
    It's Vladislav from What We Do In The Shadows

  • @CthulhuianBunny
    @CthulhuianBunny 3 ปีที่แล้ว +3

    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.

    • @TheSicklyWizard
      @TheSicklyWizard  3 ปีที่แล้ว

      Thanks mate, that makes a lot more sense!

  • @captainswing4040
    @captainswing4040 3 ปีที่แล้ว +3

    make a full chracter rigging video please

  • @Anubis7169
    @Anubis7169 ปีที่แล้ว +1

    Fifteen Hundred Thousand

  • @laylamorrison9596
    @laylamorrison9596 ปีที่แล้ว +1

    This is very helpful for this project I'm currently making, thanks!

  • @MegaButze
    @MegaButze 4 ปีที่แล้ว +3

    12:17 for me it was right click

    • @TheSicklyWizard
      @TheSicklyWizard  4 ปีที่แล้ว

      That is what I ment when i said click, flub on my end that i missed

    • @MegaButze
      @MegaButze 4 ปีที่แล้ว

      ​@@TheSicklyWizard no problem, i have a lot of fun with your tutorial.

  • @LostGarcons
    @LostGarcons 4 ปีที่แล้ว +2

    Words cant even describe how happy i am to have these tutorials and channel , thank you

  • @ethanjamesbarron
    @ethanjamesbarron 7 หลายเดือนก่อน

    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

  • @Kasuga-
    @Kasuga- ปีที่แล้ว +1

    I m glad i clicked on this video

  • @kawaiichan9747
    @kawaiichan9747 4 ปีที่แล้ว +3

    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?

    • @TheSicklyWizard
      @TheSicklyWizard  4 ปีที่แล้ว +2

      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!

    • @kawaiichan9747
      @kawaiichan9747 4 ปีที่แล้ว +1

      ​@@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?

    • @TheSicklyWizard
      @TheSicklyWizard  4 ปีที่แล้ว +2

      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

    • @Hennejoe
      @Hennejoe 4 ปีที่แล้ว +2

      @@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

    • @kawaiichan9747
      @kawaiichan9747 4 ปีที่แล้ว

      @@Hennejoe Thank you, I will try that!

  • @justDerekk
    @justDerekk 2 ปีที่แล้ว +1

    Excelent video, it deserves more likes.
    I like the retro style.

  • @chum240
    @chum240 4 ปีที่แล้ว +1

    Looking forward to when you get around to UV unwrapping and texturing.

  • @3astava
    @3astava 2 ปีที่แล้ว

    i forgot to save my human in blender so here i am again

  • @salahtheamazing1ifyBigSmoke
    @salahtheamazing1ifyBigSmoke 4 ปีที่แล้ว +1

    16:17 When you say "LMAO" too much.

  • @fyo795
    @fyo795 11 หลายเดือนก่อน

    is there by any chance can i download the model?

  • @lostmarble540
    @lostmarble540 4 ปีที่แล้ว +1

    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.

    • @TheSicklyWizard
      @TheSicklyWizard  4 ปีที่แล้ว +2

      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.

  • @ZeroStas
    @ZeroStas ปีที่แล้ว

    I often had problem when texturing (UV) is that they not pixel perfect, like triangle pixels etc. But I get more hang of it

  • @SteakIndustriesOfficial
    @SteakIndustriesOfficial 2 ปีที่แล้ว

    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?

  • @elbownio5820
    @elbownio5820 2 ปีที่แล้ว

    Wahoo I like video

  • @Ioydd
    @Ioydd หลายเดือนก่อน

    काल्पनिक

  • @lucutes2936
    @lucutes2936 2 ปีที่แล้ว

    wheres pt2

  • @tezwoacz
    @tezwoacz ปีที่แล้ว

    I find fingers and head the most challenging to model ( I am a 3d model noob)

  • @TheRentown
    @TheRentown 2 ปีที่แล้ว

    I know judging by the oldness of this video my question might be useless but why is it that every time I try to merge the cubes I end up with a jumbled mess of vertices? Apologies for my lack of skill but I am in quite the predicament. My blender skills are far from up to par. Love you ailing wizard man.

  • @painfulburn
    @painfulburn 3 ปีที่แล้ว

    6:09 how?

  • @habz4464
    @habz4464 3 ปีที่แล้ว +1

    would be great to know what shortcuts your using to loop cut like that

  • @CamNicPet
    @CamNicPet 3 ปีที่แล้ว

    I didn’t read the many comments to see if this was called out so I’m going to just go ahead and do so: you said fifteen hundred thousand (1,500,000) and fifteen thousand (15,000) when both times you meant to say one hundred and fifty thousand. I don’t know if this is intentionally done as a joke, but just in case it isn’t, here’s me being that guy and calling it out.

  • @heartbeaten229
    @heartbeaten229 2 ปีที่แล้ว

    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!

  • @Badguy292
    @Badguy292 3 ปีที่แล้ว

    Why am I finding this now, *exactly* a year after it's uploaded. And I've needed this for a while.

  • @EdwNygma
    @EdwNygma 3 ปีที่แล้ว +11

    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.

  • @dirtbaker
    @dirtbaker 2 ปีที่แล้ว

    Now add subdivision surface and you have a ps2 model