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Thread 1020060

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Anonymous No.1020060 [Report] >>1020071 >>1020075 >>1020098 >>1020103
3d model question
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?
Anonymous No.1020067 [Report]
the same way every other game's assets were made
Anonymous No.1020071 [Report] >>1020097
>>1020060 (OP)
>I know it's a bit outside the standard of this board, but does anyone know how PS2 and PPSSPP game models were made
A thread about that exact topic gets posted every 2 weeks you unoriginal nigger
Anonymous No.1020075 [Report]
>>1020060 (OP)
Softimage 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.
Anonymous No.1020097 [Report]
>>1020071
Sorry I shouldn't have insulted you
Anonymous No.1020098 [Report] >>1020105 >>1020126 >>1020127
>>1020060 (OP)
Here:
https://youtu.be/9ZYQ4FktZ5M

Useful 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.
Anonymous No.1020103 [Report]
>>1020060 (OP)
kill yourself cris
Anonymous No.1020105 [Report]
>>1020098
That's a common box modeling thing, still in use, only we combine it with subdiv
Anonymous No.1020126 [Report] >>1020276
>>1020098
Every 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.
Anonymous No.1020127 [Report] >>1020133
>>1020098
Retarded tranny with mental gymnastics. Sculpt the model, retopo it manually to your 120 trans retro polycounts, texture it in substance
Anonymous No.1020133 [Report] >>1020135 >>1020278
>>1020127
A 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
Anonymous No.1020135 [Report] >>1020136 >>1020137 >>1020278 >>1020728
>>1020133
Tranny, 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.
Anonymous No.1020136 [Report]
>>1020135
Retopo manually to your troony loon 60 polys as one model, and then go to your tranny discord to advertize your retrotroon generic slop
Anonymous No.1020137 [Report]
>>1020135
I 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.
Anonymous No.1020276 [Report] >>1020715
>>1020126
okay! so tell us what you have learned then
Anonymous No.1020278 [Report]
>>1020133
>>1020135
You seem to be arguing about different things. Most PS2 stuff ain't even lowpoly. It's kinda midpoly? And this workflow of doing highpoly and decimating/baking to lowerpoly (and lowerpoly in this case means midpoly instead of actual lowpoly) version is the usual way it's done? Maybe to make it easier lowpoly should be called only something that uses extremely-low-polycoint-polymodeling-look as a conscious design decision.
Anonymous No.1020715 [Report] >>1020716 >>1020717 >>1020729
>>1020276
Let's get started:
PS1 used "Gouraud" shading not flat shading.
PS2 also used Gouraud shading.
No normal maps or bump mapping was used.
Environment lighting was baked during the pre-pass and light maps were used to light up the world.

Lighting + HDR + Screen space effects = PS2 "look"
HDR gives you bloom, atmosphere, environmental scattering.
Screen Space effects gives you, motion blur, depth of field, strobes, lens flares, etc.

Dynamic lighting is really simple, you have a set of directional lights (3 in MGS2/3) for rendering a model, the world has fake point lights placed "manually" by the artists, the 3 closest point lights to snake are chosen, gets converted to directional light, and the model is lit. This includes wildlife, soldiers, enemies, etc

PS2/XBOX and early PS3/XBOX360 followed the SEGA philosophy of 3D video game graphics. SEGA treats 3D video games, like a painting. Realism is never a goal in "video game" unless it adds mechanical depth. Volumetric Lights in MGS3 was implemented as transparent textures and it looks really good. You can even animate them to simulate dust particles without any performance hit, meanwhile the same thing in AAA games halves your framerate.

TLDR: If you want PS2 style graphics, focus on HDR and Screen Space Effects. This will all you to implement effects like light scattering. Look at picrel, the atmosphere is completely dynamic, it changes as you move closer or further away from an area.
Here's the paper: https://web.archive.org/web/20060309005347/http://www2.ati.com/developer/gdc/GDC02_HoffmanPreetham.pdf

For some reason, most ATI (now AMD) demos and GDC talks presented during the PS2/XBOX era are wiped off. Look for book released between 1995-2006 and you will learn most of it.
Anonymous No.1020716 [Report] >>1020717
>>1020715
oops wrong picrel.
Anonymous No.1020717 [Report]
>>1020715
>>1020716
And dreamcast had order-independent transparency which you can implement in modern shaders without sacrificing anything. This solves even the worst case scenarios involving interlocked planes of geometry.
Anonymous No.1020728 [Report]
>>1020135
I think this might be the most insane post I've ever seen on this board about lowpoly modelling I've ever seen. This might be tied with the gun waggle thread for the stupidest shit ever lmao.

Six whole models guys! SIX WHOLE LOWPOLY MODELS!
8/8 Gr8 b8 m8
Anonymous No.1020729 [Report]
>>1020715
When you say "painting light" I'm assuming you mean vertex color baking, because doing full lightmaps was a bit of a waste on the PS2 generally.

Anyway read this book by Luke Ahearn if you want a better idea of what to do and WHY those things were done. There's alot of techniques that aren't well expressed in most places, but this book does a great job. Make sure not to get the versions with different covers than this one though, they're for much newer workflows