[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / asp / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / qst / sci / soc / sp / tg / toy / trv / tv / vp / wsg / wsr / x] [Settings] [Search] [Home]
Board
Settings Home
/3/ - 3DCG



Thread archived.
You cannot reply anymore.



File: download.jpg (84 KB, 637x358)
84 KB
84 KB JPG
I don't know why but I really love the look of PS1 models , I was just wondering if i wanted to recreate that look how would i go about it?

Also PS1 model general thread.
>>
>>611854
Hardly any better way than analyzing models and textures from your favourite games.
>>
It's not really anything super special, just low poly with low resolution textures. There's plenty of places to download PS1 and other old console 3D models to see how they're done. Also use vertex colors in creative ways to get color variations without needing extra textures.
>>
File: Harle.png (172 KB, 1259x1214)
172 KB
172 KB PNG
>>611854
99% of the detail comes from the texture.
>>
>>611854
Is that realy spyros eye brows? How many more ps1 models(or parts of) looks awful in hugh res?
>>
>>611899

Such as? I only know models-resource.
>>
>>611854
>>611899
Actually doesn't the PSX have some really unique errors that make it a one of a kind render engine? Like the vertex positions don't support floating point, so they snap around.
I recall something about the textures being distorted in a really weird way, too.
>>
>>612911
Yes it does. I've seen it recreated pretty well in Unity for Yo!Noid 2. Closer on the texture side, though.
>>
While we're on the topic of old models,

>want to rip a couple of models from Xenosaga for reference
>get to the part of the game with the models on PCSX2
>try the snapshot version which gives you an .obj by pressing shift + f8
>it only gives me screenshots
>find out the function doesn't really work in more modern versions
>download 0.9.8 version from 2012
>it gives me a .obj but the models are completely fucked top to bottom
>not even the PCSX2 model fixer can do the job
>ninjaripper requires 3DSMax and doesn't even seem to work properly anyway
>3DRipper crashes the emulator

Is there a better way to do this that doesn't involve cyka programs that leave weird processes running in the background even after I close the application or something that actually works properly and isn't a horrible mess to use, and doesn't spit a file specifically for goddamn 3DSMax?
>>
File: Dan 1708261586.png (21 KB, 482x920)
21 KB
21 KB PNG
>>612938

Personally I look at models real hard until I've figured out their topology. Then I make the models with crappy proportions and move on to the next without texturing them because I don't know how. I started almost a year ago with pic related. I have an old demo with a making of Medievil video that showed the wireframe of a scene.
>>
>>612911
They...they... Don't support floating point? So, it's like, rounded for everything?

My world has been broken.
>>
>>613024
It's common knowledge. It was done in the GPU design to save costs. This and lack of perspective correction leads to the typical wobble and "cobweb" artifacts of PS1 3D optics.
>>
>>612911
Yes that's correct, but that doesn't change how the characters are modeled. It's still just standard low poly art. The wobbly vertices and textures can be done in a shader and are just a stylistic choice.
>>
>>611924

Where is this from and where do I download it?
>>
>>612911
>I recall something about the textures being distorted in a really weird way, too.
The texture distortion is because the PS1 used affine mapping for texturing. Basically, the textures were aligned per poly without any perspective correction because the PS1 GPU did not calculate depth per pixel- it was at fixed intervals. See image- as a polygon got closer to the camera the effect became more pronounced, and you would get a linear distortion along the split on a quad. The effect was particularly pronounced on large polygons, they got around this by subdividing meshes. One place where the Sega Saturn didn't have that issue, because it didn't draw 'real' polygons- it merely manipulated the four corner vertices on a sprite, which would automatically give you perspective correct textures; this method is why the Saturn used 'quads' instead of tris. The quads were 2D sprites transformed with matrix manipulation into the proper 3D space.
>>
Also if you are interested, and can maybe read some moon (although this is mostly English), this guy has some Unity shaders on Github that replicate the PS1's texturing quite well. It does use the affine mapping, so again as with the real PS1 you need to subdivide large polygons to counter it (unless you are going for very early PS1 style art).

https://juejin.im/repo/59df185251882530e28a0200
>>
I've been trying to replicate this look and modernize it for a while and it's interesting problem.
Because unlike with, say, pixel art, this goes beyond craftsmanship because these were developers were trying to really push their systems to their limits no just in polycount or texture fidelity but also in shading techniques, lighting systems etc. Every game was working with the limitations not just of the console but of their own engine.
What you end up with is each of these games have very different looks because they were all working with different limitations. So it's not so much a question of creating a PS1 look as it is which PS1 game look you want to recreate. Then taking an in-depth look on what makes those games look the way they do.
>>
>>613800
Source of this image is here btw: http://htromak.tumblr.com/tagged/art
>>
You litterally have to dig up Dev info on how to develop 3d for ps1. Artist have a target given by development team 200 polys? 64x64 8 bit texture? 64kb of memory footprint per model? Maybe you have tekken 3 limits that pushed the system to the edge It's really hard to guess unless you are working with the actual hardware and engine limitations.
>>
>>613722
Character is from Chrono Cross. Dunno about a download.
>>
>>614051

Thanks. I've been trying to figure out the basic anime head topology for months now and it's driving me nuts. This model is exactly what I've been trying to make. I must have it's head! Saucenao can't find the source though.
>>
File: Harle-590188024.jpg (195 KB, 1270x966)
195 KB
195 KB JPG
Right then. According to a papercraft file, this is Harle's topo.
>>
File: cuin3days-1170378123.png (303 KB, 1892x839)
303 KB
303 KB PNG
>>614410

This is what I'd concluded to as low poly anime head topology.
>>
File: Turnaround-849139017.jpg (342 KB, 1600x946)
342 KB
342 KB JPG
>>614412

And then there's the Data Guardian from Digimon World 2. I can't decide what her facial topology is.
The thing that confuses me about anime faces is how the zygomatics and jaw definition are only visible from certain angles.
>>
>>614412
i think the eyes should be on a smooth surface
>>
>>614412
You should probably build the head with what faces you're using as a texture. The crease in the poly's being in the middle of the eye makes the deformation look a little weird here.
>>
>>614433
>*You should probably build the head KEEPING IN MIND what faces you're using as a texture
>>
File: data guardian front.png (102 KB, 772x476)
102 KB
102 KB PNG
>>614416
It's actually simpler.
>>
File: data guardian side.png (110 KB, 864x521)
110 KB
110 KB PNG
>>614896
>>
File: data guardian e.png (816 KB, 1920x3240)
816 KB
816 KB PNG
>>614897
>>
>>611854
Your goal is to break down complex structures into simpler ones and approximate to the best of your knowledge and judgement...within whatever borders you or your project provides.

- useless advice
>>
>>614898
>>614897
>>614896

Dude, which emulator is this?!
>>
File: Oboro784780237.png (451 KB, 576x692)
451 KB
451 KB PNG
It's interesting how the modelers employed floating topology and yet the models looked like a single mesh with no issues at the joints. I wonder how they did that.
>>
>>612911
You can emulate it by rounding off float precision
>>
File: FormatFactorypcsxr0008~3.png (327 KB, 1920x1080)
327 KB
327 KB PNG
>>617352
PCSX-Reloaded
>>
>>617398

This thing has some amazing clarity. I can't disable the textures except for line mode though. Is it a plugin?
>>
Does anyone have a Lara Croft of Tawna Bandicoot model?
>>
>>611854

You have to model with a really low poly count, details will mostly come from the textures (which must be low res, cannot exceed 256x256 pixels).

Have a look at some of the topology (they show the wireframe of each monster at the end of their presentation)

https://www.youtube.com/watch?v=Lywca3S74vw
>>
>>617384
>floating topology
What do you mean by this? Mesh is separated at the joints?
>>
>>617384
Looking at this guy I'd have to say it's just a combination of thoughtful character design and careful animation. Clipping doesn't stand out as much at this resolution as it's kind of necessary, so you could really utilize that to make it look like body parts are attached.
>>
>>612911
If you ever play Spyro on modern hardware you will see that literally all the textures are wobbling and morphing as you move around.

It's a fucking wonder that game didn't just rip itself apart during rendering.
>>
File: ACPP01.jpg (49 KB, 550x413)
49 KB
49 KB JPG
>>611854
>Also PS1 model general thread.
Sure thing. I always loved the simple looks of the mechs in PS1 Armored Core games. There's something about the clean simplicity of the graphics that's appealing.
>>
File: ACMOA.jpg (30 KB, 500x345)
30 KB
30 KB JPG
>>619435
Also, PS1 era FMV appreciation?
>>
>>614412
get your disgusting, non-canon, no hooves, barbie trash out of here
>>
File: pepsiman82679158.png (52 KB, 521x420)
52 KB
52 KB PNG
>>618168

Yeah. Single object things being comprised by smaller meshes. I thought it was done to reduce poly count but in some cases it doesn't make sense as the rounded ends of the limbs have as many polys as a normal joint would.
>>
I want to use this method for simplicity's sake but I don't know if it'll look good on modern rendering software. Plus animals looked bad even then. I wonder what would pic related look like if their bodies weren't segmented like this.
>>
>>620305
This is actually how I constructed my first characters in the early 90s. There was no way to cleanly animate continuous meshes, so everything had to be segmented. Worked with low-res renderings since it all kinda blurred together.
>>
never bevel anything
>>
File: images.jpg (8 KB, 259x194)
8 KB
8 KB JPG
I really like the lowpoly look of the games in the era. Would it be feasable to use models and art style like that in a game, or would it turn people down too much?
>>
>>620425
Quite the contrary, people nowadays have a raging hard on for retro graphics.
>>
>>
>>620435
You are right. Finally an excuse to study early 3d games.
>>
>>620435

I thought all the interest came and went with Minecraft and Undertale.
>>
>>620281
I thought you fags liked that shit
>>
>>620501
no
>>
One thing I loved about PSX games was how diverse they looked and played. There were like a hundred different studios coding and modeling from scratch in a hundred different ways. From the rough and claustrophobic awkward Deathtrap Dungeon and to the immersive Metal Gear Solid.
This thread got me to play games I had and games I didn't know existed.

>>620425

Tiny Tank was sweet. Fun, uncouth and made by keyboard cowboys.
>>
>>620497
Maybe for 2D, but it hasn't left. 3D has been untouched- Minecraft is more of its own blocky/pixel style than actually trying to be retro 3D or be accurate to games of the era.

There still hasn't been a big hit that accurately recreates late 90s 3D aesthetics
>>
>>620302
IIRC it was done because skeletal animation used more CPU cycles, so instead they just had limbs and stuff be seperate objects and then just transformed the objects as a whole.
>>
>>612945
>>618156

There's a website for downloading models from old videogames. They have a bunch of different consoles, inclucing PS1/ They don't have all the popular games covered, but there are more than enough to use as references.
>>
>>620629
All of Lemurboy's CB model rips suck in some way. They bake the vertex colours into textures that are way too small for proper gradients,
they manually colour the textures instead of properly baking vertex colours into textures (because I guess it's too much effort for them to make duplicate materials for each instance of the textures), and they don't fix texture or UV issues in general. I don't know if they're this lazy with all of their submissions (they're pretty popular on TVGR) but I was pretty disappointed in their CB submissions.
>>
File: Render.png (1.74 MB, 1119x1175)
1.74 MB
1.74 MB PNG
Actually, that'll make a good segway into a PS1 model related issue.
I've been working on an import of the Motorcycle Crash model in Blender for a while now, and I've managed to store each frame of vertex animation as a shape key.
The model has 281 shape keys representing frames of vertex animation that I want to convert into 21 skeletal actions, for max compatibility and modding goodness.
I’ve assigned an empty to each vertex and constrained a bone to each empty, a total of 708 each.
The default position of all vertices and bones are 0/0/0, and they are then positioned by shape keys and empties... Or supposed to be.

I got that far, then found out that the key frames weren't saving the bone positions no matter what.
My guess is that the bones aren't getting influence properly when I skin the mesh, but I don't know for sure.
I can link a copy of the .blend file if anyone wants to take a look. Actually, if anyone could even tell me what the problem is I'd appreciate it.

Anyway, the Blender Artists forum never want to respond to my stupid non-original content questions.
>>
>>620629
Like the site but it's so sparse, especially if you're looking for anything but nintendo shit
>>
File: Evil Zone1797486947.jpg (411 KB, 1920x1080)
411 KB
411 KB JPG
>>620311

Early 90s? Dude, you must have seen a lot.
Another reason I thought characters were made segmented like that was because intense moves such as those in fighting games would deform the meshes in ridiculous ways, but then I found Evil Zone. As an eternal noob, it's models are the level of quality I'm aiming for.

>>620319

Why, what's gonna hap-
>>
>>613767
Thanks for the breakdown effort post. Really interesting.
>>
>>612938
get the russian fork, it's worth it. making a god hand skin for captain falcon was so worth the hours of effort I put into it
>>
>>620311
>>620893
Another thing to consider: The characters models were segmented like that because it was rather computationally expensive to do skeleton rig-based deformations, esp in the 5th gen.




Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.