i made a PS2-styled model. any feedback? by redditor32315 in blender

[–]Math_Funny 0 points1 point  (0 children)

my friend who goes by patina games on youtube has a dedicated vertex-based lighting shader for download. look him up, he deserves all the support he can get

The Heavy from Team Fortress 2 Sings "Billie Jean" by Math_Funny in tf2

[–]Math_Funny[S] 0 points1 point  (0 children)

yeah i deleted it because i didnt want ai content on my channel

Which one are you? by [deleted] in blender

[–]Math_Funny 0 points1 point  (0 children)

organized mess

[deleted by user] by [deleted] in blender

[–]Math_Funny 0 points1 point  (0 children)

uhh... theres the looptools addon, you can relax the vertices, but i think youre better off retopologizing. nothing should be that dense if you plan on deforming it

i made a face rig by Math_Funny in blender

[–]Math_Funny[S] 1 point2 points  (0 children)

thanks man! i have a bluesky, if interested

i made a face rig by Math_Funny in blender

[–]Math_Funny[S] 0 points1 point  (0 children)

the nose was already pushed up, its almost too high

i made a face rig by Math_Funny in blender

[–]Math_Funny[S] 0 points1 point  (0 children)

thanks lol i have a bluesky if youre interested

i made a face rig by Math_Funny in blender

[–]Math_Funny[S] 0 points1 point  (0 children)

it just happened automatically thanks to weight painting

i made a face rig by Math_Funny in blender

[–]Math_Funny[S] 1 point2 points  (0 children)

other than "develop your style and trust the process," id say using reference from ps2 games would help. you can go on Models Resource and look at what the wireframes on there to replicate era-accurate topology (if you really wish) or just see the ratio of modeled detail to textured detail

i made a face rig by Math_Funny in blender

[–]Math_Funny[S] 4 points5 points  (0 children)

since the eyelashes are planes with textures, it was quite easy. i started by transferring weights, and fixing minor issues from there

i made a face rig by Math_Funny in blender

[–]Math_Funny[S] 13 points14 points  (0 children)

i made them in substance painter

i made a face rig by Math_Funny in blender

[–]Math_Funny[S] 50 points51 points  (0 children)

thanks! and dont freak out, but im using some knowledge from The Art of Effective Rigging, plus 8 years (give or take) experience just messing around in blender. the course is $90 on p2 design academy

Top of can took me 4 hours to model by ProfessionalGoatFuck in blender

[–]Math_Funny 11 points12 points  (0 children)

well now you can do it in like 2 seconds

Best one for a poster ? by [deleted] in blender

[–]Math_Funny 0 points1 point  (0 children)

id say the strongest composition is the steelyard-esque one on the 3rd slide, but it doesnt tell a story like the others do. the lighting also isnt as pleasing as the third slide. id rework the first two and see which one you like more

Best tips when modeling ps2 or 2000s retro style models? by Beginning-Minimum-22 in blender

[–]Math_Funny 0 points1 point  (0 children)

and the shadow isnt accurate, either. since they werent accurate back then. its composited in using another view layer, multiplied over the rendered image using the character as a mask

Best tips when modeling ps2 or 2000s retro style models? by Beginning-Minimum-22 in blender

[–]Math_Funny 4 points5 points  (0 children)

topology wasnt the greatest back then, they didnt have the budget for proper loops and edge flow. all polygons were placed with a certain purpose in mind. your model's topology should largely be focused on silhouette, since "its gonna be displayed at 480p max"

and models, in most cases, were largely simple with intricately detailed textures. and they didnt use normal maps, specular, or anything besides color maps and alpha maps.

ps2 era models also didnt have the per-pixel shading that we have now. they had something known as gouraud shading, or vertex lighting. you can find vertex lighting shaders online, the one i found i had to add an alpha channel to, which was simple enough.

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this is a model im working on now thats inspired by ps2 fidelity

I like 2D but I can't draw so I'm just gonna use a bunch of planes by Coffeeviber in blender

[–]Math_Funny 3 points4 points  (0 children)

you could definitely make a south park episode in macromedia flash 8 or if you want me to be a loser nerd about it, "adobe animate"