I know it's a bit outside the standard of this board, but does anyone know how PS2 and PPSSPP game models were made? Like those old RPGs, like Monster Hunter, Resident Evil 4 and Persona?
the same way every other game's assets were made
>>1020060>I know it's a bit outside the standard of this board, but does anyone know how PS2 and PPSSPP game models were madeA thread about that exact topic gets posted every 2 weeks you unoriginal nigger
>>1020060Softimage was used for modeling. But it's the lighting + HDR backbuffer that gives PS2 its iconic look. And it's the simplest possible implementation too.
>>1020071Sorry I shouldn't have insulted you
>>1020060Here:https://youtu.be/9ZYQ4FktZ5MUseful comment below video:>I was working as a character modeler during the PS2 era and I remember creating assets with these kinds of polycount and texture size limitations. There were definitely other limits at that time which aren't really relevant anymore if you're just going for the look of the PS2 game assets(like low influence bone count per vert when skinning/weightpainting) . >I know you started from a base mesh for the character, but if you ever wanted to create something from scratch(like a creature or a human), you can use a modeling technique that we often used at the time called "cylindrical modeling". It's a variation of the box-modeling style but it allows you to really control and manage polybudgets. Because you can determine overall polycount by either using 8-sided, 6-sided, or even 5-sided cylinders(lowest you can go while still maintaining a "cylindrical" shape with gouraud shading before you get to box shapes). You shape out the body, arms, legs, tail, whatever, as separate cylinders before you start cutting into them and joining them together.
>>1020060kill yourself cris
>>1020098That's a common box modeling thing, still in use, only we combine it with subdiv
>>1020098Every single video about PS1 or PS2 graphics on the internet is wrong. Including the one you linked. I have actually studied these topics in great detail and believe these retards don't know what they are talking about.
>>1020098Retarded tranny with mental gymnastics. Sculpt the model, retopo it manually to your 120 trans retro polycounts, texture it in substance
>>1020127A good amount ps2 games didn't even have bump mapping until the very tail end, you are very confident for someone who doesn't have any knowledge on the topic, textures are handpainted and there is no reason to sculpt anything. Shut your mouth and learn shit before trying to give out advice
>>1020133Tranny, I produce both PBR and lowpoly models with handpainted textures, both before the early normal mapping era and with it. I have six finished lowpoly models under my belt. Sculpting it is much faster, then bake it with normal maps with highpoly detail, clothes sewed from marvelous designer, paint in substance with normal map as aid, then export just diffuse.
>>1020135Retopo manually to your troony loon 60 polys as one model, and then go to your tranny discord to advertize your retrotroon generic slop
>>1020135I could tell you completed a jeet pbr asset monkey course and now think you know everything about 3d modelling, didn't need to specify. You can now stop giving out shit advice. Handpainting is easier, faster, authentic and is simply the correct way to do this for anyone with actual artist background. You are trying to teach me about shit I quite literally did back in the day, indian.