Making the First Character for my Game | Devlog

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  • Опубликовано: 2 окт 2024

Комментарии • 332

  • @backup_account_1
    @backup_account_1 3 года назад +212

    Este canal y este proyecto son una joya! Poder revivir, homenajear y revalorizar la estética de la N64 me parece espectacular. Esa estética tan particular producto de las características y limitaciones de la consola, pero que dieron como resultado un diseño único y maravilloso, que además nos transporta a nuestra infancia. Gracias por mantener viva la llama de la N64 para todos los que somos fanáticos. Fue la consola que quise tener de niño y no pude, por eso los gráficos tan característicos de N64 para mí siempre serán los mejores gráficos que jamás habrá, porque eran los que veía en las vidrieras de los negocios de videojuegos y soñaba con jugar algún día. Ni la ps5 ni ninguna otra consola podrá superar eso.

    • @Legend64Project
      @Legend64Project  3 года назад +43

      Thank you. This is the feeling N64 graphics gives me as well.

    • @mybrainhurts3727
      @mybrainhurts3727 Год назад +6

      @@Legend64Project You make the modeling look so easy! Did you start with a flat plane? I'm a noob, I don't understand. I've always wanted to make an N64-style game, and I'm so happy I found your videos.

    • @Soroosh.S83
      @Soroosh.S83 4 месяца назад

      @@mybrainhurts3727 i think everyone use cube and subdivison modifire

  • @Kevin-jb2pv
    @Kevin-jb2pv 2 года назад +536

    It always blows my mind when I try to imagine how difficult it would have been to make characters and animations like this _back in the 90's with the actual limitations of the N64 and the dev hardware they would have had at the time._

    • @stanbasicidol9444
      @stanbasicidol9444 Год назад +31

      It was highly technical back then, a thing you could hardly get into without some degree in digital media on the basis of the UI and softwares made and meant for 3D design being almost unusable without someone who knew f it teaching you. Nowadays things like Blender can be crashcoursed trough trial and error with a few weeks or months of time and enough willpower. Zbrush is unironically super easy because the majority of functions are "Padding" as I'd like to call t, like a BBL on a skinny girl it's just addition for the looks and nothing else.

    • @westingtyler1
      @westingtyler1 Год назад +17

      okay so yeah. I can't remember what system it was for, and maybe only the early 90s or 80s for actual CG movies, but early on they couldn't do bones or rigs; they had to manually type in the positions of all the vertices for each frame. it was super technical and math-heavy. they could not even tween/interpolate, as in create the first frame and the last, and have it auto move between them; they had to do all this math stuff for EVERY FRAME.
      for Jurassic Park 1, all the animators working with Phil Tippet were used to doing stop motion for dinosaurs and were not computer animators, so they built toy-sized metal dinosaur puppets with sensors, so they could hand-animate the cg monsters in real life, and the data went into the computer (I still want this method to come back - of having real-world puppets to animate cg things, and apps like Tvori VR show promise here.)
      and by the time of the N64, I think many animators were using interpolation and forward kinematics - to move an arm you gotta move from the shoulder down. move the shoulder, then the elbow, then the wrist. cringe.
      then around the time of Timesplitters 2, they had figured out INVERSE kinematic - you grab the hand and pull it, and it automatically pulls the forearm, upper arm, and even the torso depending on the way you'd set it up. Inverse kinematics, with keyframing, is still pretty standard. but the true god tier animation I want is going back to having real-world puppets with trackers, so you hand-animate and it does all the on-screen stuff based on that.
      in lieu of all that, I'm saving up for a Rokoko Smartsuit V2 to do motion capture. motion-captured animations may or may not look ideal depending on the vibe you're going for (In the Sims 2 they famously tried mocap but found it "not cartoony enough" and ended up hand-animating it all.) But moca[ with a suit would be so fast that I'll deal with the 'added realism' even if it's not exactly the vibe I want.
      PS. (2023 04 25 )Adam Savage recently did a video showing how they are doing the new fraggle rock animation, and they are using hand puppeterring of digital characters with these weird mouth gloves they put their hands in, and it animates on-screen.

    • @r.connor9280
      @r.connor9280 Год назад +6

      Portal 64 my dude look him up

    • @tezwoacz
      @tezwoacz Год назад +12

      trying to create AAA game today as a small team or solo would be just as difficult I assume, for other reason ofcourse, people tend to forget that N64/PS1 games back in their time were AAA quality, as technology progresses Iam sure that in a few decades solo developers would manage to make what is now considered AAA game on their own within a year or two, actually bizzare to think where gaming is headed in the far future, wont be no need for studios or large teams, just 1 guy and some AI in "moms basement", ironically this is how "gaming" started in the first place, so you could say that industry would go through a full circle.

    • @westingtyler1
      @westingtyler1 Год назад

      @@tezwoacz yeah totally. there's a few weird angles to this. 1) back then just the tools themselves were slower and less robust, so making ANYTHING was more difficult and time-consuming. 2) now that the tools are easier to use, big studios push graphics further and further, often at the expense of creating an immersive simulation, spending so much money that they don't want to risk it and play it safe with the design.
      now that this tech allows stuff to be made both fast and cheaply by single individuals, we are getting, and will continue to get more, fresh styles of gameplay, and now with the ai stuff, we can have fresh gameplay IN larger open-world AAA quality environments.
      I'm actually trying to make a game richer than Skyrim at my mom's house, and AI tools are helping a lot. just the other day I got ControlNet in StableDiffusion working, meaning I can create front, side and back textures of characters with the press of a button, all in one image. I concepted about 150 for my game, each with a unique look and back story. now I'm looking into the best way to do mocap (looking at the Rokoko Smartsuit V2.)

  • @Low_Fidelity_3D
    @Low_Fidelity_3D 2 года назад +358

    "I don't consider myself a character designer, so i-" *proceeds to describe exactly what a character designer does*

    • @BuggyTheOne
      @BuggyTheOne Месяц назад

      mf is that a spamton refference in your pfp?

  • @MrFoxInc
    @MrFoxInc 3 года назад +632

    1:40 "I really don't consider myself a character designer", he says, before describing a pretty common workflow of a character designer
    Great video, cool character and bless you for sharing your workflow with people! And congrats on switching to blender!

    • @Legend64Project
      @Legend64Project  3 года назад +101

      Well that’s good to hear XD and thank you!

    • @westingtyler1
      @westingtyler1 Год назад +11

      yes, totally. this is as good as the best stuff on the N64. but also. I deal with worrying too much, too, but i'm making a gigantic game with lots of characters, and I simply don't have the time to make them all amazing on their own, so what helps me is saying "it's not about the instrument, it's about the symphony." or "it's not about this brush stroke, it's about the painting". as in, even if you were to make 10 average-quality characters, when you put them all in a game together with "average" music and locations, people will be blown away. because they aren't seeing or scrutinizing the individual parts, they are experiencing the whole thing as a coherent whole emotional unit, and that automatically blows people away. being imperfect on the details, but pushing in the direction of your vision, people will be wowed by that.

    • @moldman5694
      @moldman5694 4 месяца назад +1

      @@westingtyler1 That's pretty good advice actually. I tend to get bogged down trying to make details perfect, so I'll try remember this

    • @westingtyler1
      @westingtyler1 4 месяца назад +2

      @@moldman5694 another part of this I think about is what I call the Han Solo principle - when filming the original star wars, the Luke actor was like "hey we just got out of the wet trash compactor, so our hair should be wet in this scene, not dry, guys!" then harrison ford who plays han solo and was 10 years older looked at him and said "kid, it's a space adventure movie; if people are paying attention to our hair, we're all in big trouble."
      any time I have a slightly jank leaf texture on a tree, in my jungle dinosaur game scene, I tell myself "if people are paying attention to that leaf texture, I'm in big trouble." then it helps me chill and move on, keeping my eye on the big picture.

    • @tjpprojects7192
      @tjpprojects7192 16 дней назад

      ​@@westingtyler1Yup. While a good number of gamers do appreciate tiny detail, even relatively large, "mistakes" can be fairly easily ignored by players if the rest of the game is fun.

  • @DanPos
    @DanPos 2 года назад +53

    I'm sure you know by now but you don't need to change weights with shape keys, blender has a weight paint mode - you should look into it!

    • @westingtyler1
      @westingtyler1 Год назад +3

      yes, I agree. using the weight paint mode to get the deformations right, might also make it easier later to do the animations in the game engine since your coding doesn't have to synchronize the rig animation with the blend shape blending.

  • @godsturf8210
    @godsturf8210 3 года назад +299

    Man, she's super cute, you really nailed her design. Everything here is as polished as some of the N64's best looking stuff, so don't be too hard on yourself about the small details. 👍

    • @Tazerboy_10
      @Tazerboy_10 3 года назад +6

      Yup

    • @notkerr
      @notkerr Год назад +2

      Bros said N64 character really looking cute lmao

    • @harukills
      @harukills Год назад +13

      @@notkerr kirby is cute

    • @prod.nine88
      @prod.nine88 Год назад +9

      @@notkerr okay but hear me out

    • @westingtyler1
      @westingtyler1 Год назад +14

      if a sculpture of Athena made in Ancient Greece can be cute (it can) then so can a faceted sculpture of Athena (an N64 character). as long as the core "shapes of cuteness" are understood and captured by the artist, of course it can.

  • @manfob22
    @manfob22 3 года назад +57

    The Victorian design looks nice ! Keep it up, your design workflow is really entertaining.
    I have a question, but it might be too early to ask: Do you have an idea of how your game will look like gameplay wise ?

    • @Legend64Project
      @Legend64Project  3 года назад +12

      I do, but sadly I’m limited with what I’m able to do in Unreal Engine at the moment and haven’t been able to test out my ideas. Hopefully this will change once I upgrade from my old laptop to a cutting edge pc!

  • @feyternerdworld
    @feyternerdworld 3 года назад +70

    This is some impressive work for someone who is not considering himself as a character designer.
    I think switching to blender was the right thing to do for you. It seems to better fits your needs.

  • @fredericklebeault3467
    @fredericklebeault3467 8 месяцев назад +5

    More poly in her breast than in the rest of the body, that's great character design ;)

  • @RandomAssaultPodcast
    @RandomAssaultPodcast 3 года назад +75

    Vampiress?! Gentleman, you had my curiosity, but now you have my attention.

  • @m1lan417
    @m1lan417 Год назад +6

    GYATTTT

  • @mikeroegames
    @mikeroegames 3 года назад +94

    She is beautiful. Fantastic workflow and topology. And let us not forget those textures. Fantastic work!

  • @corneliusrosenaa3949
    @corneliusrosenaa3949 Год назад +8

    Smash

  • @Yourwaifuisntreal
    @Yourwaifuisntreal Год назад +3

    Damn boy...
    DAMN BOY...
    D A M N B O Y ! ! ! S H E T H I C C ! ! !

  • @shinren_
    @shinren_ Год назад +4

    she bad as fuckkkkkkkkkkkkkkkkkkkkkkkk she a baddy

  • @SnowyFoxFox
    @SnowyFoxFox 2 года назад +4

    Considering the popularity of the "gothic lolita" fashion movement in Japan, I don't think the Victorian-style dress is as out-of-place as it might seem.

  • @Atmos_Glitch
    @Atmos_Glitch Год назад +6

    That's uh... That's alot of _polygons_ for a 64 styled character 𓁹‿𓁹

  • @ozzeioz9182
    @ozzeioz9182 2 года назад +1

    Zamn 😍

  • @Le-Ghost
    @Le-Ghost Год назад +3

    Oh my god, she is HOT (great video, loved the character design process description)

  • @QQnowQQlater
    @QQnowQQlater 8 месяцев назад +9

    Gorgeous model. That texture painting really brought it to a whole new level.

  • @Jjgm69
    @Jjgm69 4 месяца назад +3

    Mommy vampire YES! Please.

  • @TheGimGamer
    @TheGimGamer 3 года назад +110

    How cool is it that we are getting an official Nintendo wireless n64 controller, can’t wait to play your game with it great work keep doing you at your own pace

    • @Legend64Project
      @Legend64Project  3 года назад +35

      Ah I didn’t think about that! I need to buy one before the infamous Nintendo shortages begin!!

    • @BMPK
      @BMPK 2 года назад

      @@Legend64Project says no one ever.

  • @turdnugget
    @turdnugget 2 года назад +17

    Woah she came out so amazing, your modeling skills are top notch!

  • @FoxerTails
    @FoxerTails 3 года назад +71

    Man, those facial expressions look like they would fit right in with Ocarina of Time. And from the modeling references, I could see why. Great work as always!

    • @brokenscart7989
      @brokenscart7989 2 года назад +10

      I love the eyes just being a texture flat to the face, and blinking.

  • @campanella0999
    @campanella0999 2 года назад +14

    I wish I knew more about how you modeled the dress itself but regardless this is a huge inspiration

  • @TheBreadPirate
    @TheBreadPirate 3 года назад +11

    This is ridiculously impressive, it turned out great!

  • @arkhanhind2613
    @arkhanhind2613 3 года назад +4

    Waifu material

  • @michelecastellotti9172
    @michelecastellotti9172 Год назад +2

    Alright, so, 73.921 people watched, video is 1 year old, the character is thicccc, i fully expect art of her by the next... hmmm, at least 1 month, have a good day.
    Jokes aside, it amazes me how many still make old N64 styled games, having missed that age i take that it was ana amazing time for gaming, considering that Mario 64 (tho 64 ds in my opinion is better) and LoZ ocarina of time and majoras mask came out in those days

  • @peacemaster8117
    @peacemaster8117 3 года назад +8

    Welcome to the cult! This character is so cute, I'm already in love...

  • @kubagrotowski
    @kubagrotowski 8 месяцев назад +4

    I wish i was her

  • @JAZ_2002
    @JAZ_2002 Год назад +2

    8:36 Slow laptop huh? I know that feeling all too well haha

  • @The_real_matvey2000
    @The_real_matvey2000 5 месяцев назад +4

    Gyattt

  • @rittzler
    @rittzler 3 года назад +6

    character looks great, i could go either way between the victorian or japanese type designs for her. and you did a lovely job on her face textures, good stuff!
    i notice you didnt...actually use rigify? you just used the metarig, and then have a completely new set of controls in the later half of the video. did you not find out about the actual rig generating features it has, or was there something specific about the rigify rig that threw you off?

    • @Legend64Project
      @Legend64Project  3 года назад +6

      Whoa really? I seriously thought it was just creating a skeleton super quick, didn’t realize there was more to it!! That’s awesome if it can be even faster to set all this up in the future. Thank you for letting me know.

    • @rittzler
      @rittzler 3 года назад +6

      @@Legend64Project YEAH no prob man, it gives you a pretty advanced rig with basically one more button press, haha. It's pretty customizable too!
      Your models weight painting should still be more or less compatible with the resulting rig, i think you'll just have to put "DEF-" ? in front of all the vertex group names to match the new bones.
      It's got some quirks when it comes to being exported for game engines, that said, but there's actually a good amount of addons and such dedicated to fixing the headache that the blender to ue4 pipeline can be, and some even specifically for rigify rigs to ue4. Best of luck with future blender shenanigans, i'll be peepin the next update

    • @Legend64Project
      @Legend64Project  3 года назад +4

      @@rittzler dang I’ll have to try it out for real.

  • @James_XXIY_crafts
    @James_XXIY_crafts 2 года назад +3

    Well, you didn't actually use rigify, you just used the skeleton generation placeholder/target as your skeleton, which works perfectly fine, but it is not quite right, hehe.

  • @Alexd0t
    @Alexd0t 3 года назад +9

    I think it's safe to say...
    she's high tier waifu material

    • @marcusrauch4223
      @marcusrauch4223 Год назад +2

      I’m surprised it took me so long to find a comment like this.

  • @patek2385
    @patek2385 2 года назад +4

    Booba Awooga

  • @lifeartstudios6207
    @lifeartstudios6207 3 года назад +5

    you can use custom data channels to change your facial expressions without needing to make a dynamic material instance. Hope that helps reduce some draw calls for you.

    • @Legend64Project
      @Legend64Project  3 года назад +3

      Interesting! I will have to look into that! Can you point me to any videos demonstrating?

  • @yusukee6533
    @yusukee6533 Год назад +5

    Damn, I subbed right away when I hearded the SOTN ost

  • @Luzo-wx2eo
    @Luzo-wx2eo 5 месяцев назад +3

    Smash, next question? Nice work man.

  • @terrawest9500
    @terrawest9500 3 года назад +17

    This game looks so good. Thank you for making it.

  • @StrawberryNUKE
    @StrawberryNUKE 2 года назад +2

    Since this is supposed to be closer to the N64, wouldn't you want her dress to wobble around by her hips like a big bell with light deformations to hide her legs?

  • @schrimblo
    @schrimblo Год назад +6

    mommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommymommy

  • @ArdaHamamcoglu
    @ArdaHamamcoglu Год назад +2

    Great work! But I think you did not fully complete the process of creating a rigify rig. There are tutorials on just doing that. You will get a much professional looking rig if you actually complete the rigify creation process.

  • @omvisen
    @omvisen Год назад +4

    mommy

  • @Nexus-11
    @Nexus-11 11 месяцев назад +4

    EPIC! I would love to see a tutorial for your next character video.

  • @cronus-kumo
    @cronus-kumo Месяц назад +1

    "retain the kid-friendliness"
    **proceeds to model a bomb**
    i‘m jk, really nice character design

  • @dinocactus8356
    @dinocactus8356 3 года назад +8

    Always loves the n64 style especially when it's the higher poly models! It's awesome to see someone interested in the 64 style like I am lol keep up the good work and maybe one day I could learn to use blender and make characters this good.
    Also the Victorian style looks great, I'd say try and mix the two style dresses to match the castles esthetic too.

  • @jakehellspawn4709
    @jakehellspawn4709 2 года назад +5

    Dude thank you for posting on tiktok otherwise I might have never stumbled upon this project! Very excited to follow the development and see what you come out with

  • @lemnyelow2260
    @lemnyelow2260 2 года назад +5

    You honestly inspired me to get into 3D modeling n64 style characters. Granted I haven't begone the process yet but I now have such an underlining appreciation for the aesthetic the n64 brings. Look forward to how your game turns out in the future, the art direction is outstanding!

  • @totallytoffy
    @totallytoffy Год назад +3

    Bro... B-boob bones?

  • @skullkid234
    @skullkid234 9 месяцев назад +3

    I love her

  • @lawrence9713
    @lawrence9713 Год назад +2

    Okay, now this is the video that would be the hardest for me to replicate, switching from Maya to Blender. I just cant wrap my head around Blender, it feels so unintuitive and weird with all the different modes and options hidden somewhere, sometime. What you see is what you get, done, deal with it.

  • @kaypathy
    @kaypathy 3 года назад +4

    Haha i knew youd switch to blender💀

  • @n64glennplant
    @n64glennplant 3 года назад +5

    I enjoy your work so far, I just wish this was being designed to run on OG n64 hardware and released on carts 🥰

    • @Legend64Project
      @Legend64Project  3 года назад +5

      Thank you. I wish I had the technical know-how to do that. Sadly I am more of an art guy than a programmer :/

  • @Valskyr
    @Valskyr Год назад +5

    would

  • @GrifChan
    @GrifChan 2 года назад +8

    I like how her hair looks so nice

  • @JuhoSprite
    @JuhoSprite 6 месяцев назад

    9:07 can someone help me please find out what song this is? Its beautiful

  • @monocasualzari
    @monocasualzari 8 месяцев назад

    my word

  • @RubenGoMoRadioboyPlus
    @RubenGoMoRadioboyPlus 7 месяцев назад +4

    😍

  • @ritof-rice
    @ritof-rice 2 года назад +3

    Thanks for showing all of your process! I speed up the video to 0.25 so I could follow along and learn what you were doing because I want to make a game and Im just new to blender so making any character is a very hard task for me and there isnt much tutorials out there. so thanks for the great video

  • @bungiecrimes7247
    @bungiecrimes7247 Год назад +3

    Mommy.

  • @eggcellentgamedev9689
    @eggcellentgamedev9689 2 года назад +1

    btw blenders texture painter is prone to crashing so just save often

  • @scottalexander_
    @scottalexander_ 3 года назад +3

    how did you manage to get started with low poly modelling? do you have any resources or tutorials you could link to?
    your work is insanely cool! I cannot wait to see what else you do next

    • @Legend64Project
      @Legend64Project  3 года назад +3

      I’ve had years of experience with 3D but I honestly prefer the look of low poly models, so this game is something I’ve wanted to make for a long time. If you are interested in doing it too, I’d recommend that you master the basics of 3D before jumping into a low poly aesthetic. I’ve seen a lot of people use the low poly style as a crutch and it often limits them later on.

    • @scottalexander_
      @scottalexander_ 3 года назад +1

      @@Legend64Project I see. Thank you so much for your time and advice, I appreciate it a lot.

  • @SuperVillianStudios
    @SuperVillianStudios 3 года назад +4

    The music for this video is already getting me into that nostalgic N64 game feel

  • @tkjjokey
    @tkjjokey 2 года назад +2

    Is there a name for the particular method of modeling you did where you “drew” the outline of your model from a single plane? I’m an illustrator new to 3D modeling so this method in particular is very appealing to me, as the sighting blocking of forms with loop cuts is more my speed than traditional sculpting from a cube or sphere! If you have any guides or tutorial you’ve already made elsewhere I’d be happy to check them out! Outstanding work nonetheless, you’ve certainly got me invigorated to continue learning modeling since this is the exact kind of look I’d want from modeling.

    • @jerodburnett6422
      @jerodburnett6422 2 года назад +1

      Hey, not sure if there's a specific name to it, but I believe that's a technique that was used in TheSicklyWizard's basic character modeling tutorial, as well as MikeRoeGames lowpoly blender tutorial, worth looking into

    • @tkjjokey
      @tkjjokey 2 года назад +1

      @@jerodburnett6422 Thanks for the tips, I'll check em out!

  • @topramen925
    @topramen925 3 года назад +4

    Incredible work as always. I personally think the Japanese version fits the overall aesthetic more, but it's totally up to you.

  • @blisterfingers8169
    @blisterfingers8169 2 года назад +1

    At 1:10 you say you work with a higher detailed mesh and work your way down and you're using a subdivision surface with low values but what does working your way down actually entail?
    Looks great though, all of it!

    • @jumbo9380
      @jumbo9380 Год назад

      I know it's been a year, but you can use decimate modifier to reduce the detail on the model.

  • @AllExistence
    @AllExistence Год назад +1

    I'm pretty sure there are add-ons for exporting the models and characters into any game engine for blender. And for import from blender for UE as well.

  • @quoctrungtran6403
    @quoctrungtran6403 Год назад +1

    Tks for your video, It inspires me alot tbh. Basically I'm learning from your Devlog, step by step. I've got a problem, if you can help me it will be a big thanks.
    I'm following your method of painting texture by using the texture atlas, also I choose the project from view option.
    The texture looks nice, but the problem is, it paints on both front and back of the object(like, 2 eyes on front and 2 eyes on rear). If i only choose the front haft, the result messes up.
    Sorry for the bad English : )
    I appreciate any help, thanks!

    • @roberthoang9044
      @roberthoang9044 Год назад

      same problem, please help!

    • @Legend64Project
      @Legend64Project  Год назад +1

      It sounds like you haven’t UV mapped the model properly. If you project from view, it will project on all faces of the model. Select only the faces you want to be affected and then try project from view. I would recommend watching a tutorial on UV mapping in Blender which will cover the concept in more detail. Hope that helps you.

  • @asp-ian
    @asp-ian 2 года назад +1

    do you have a full timelapse/ a good tutorial you can share for the character model? ive spent last few days trying to do a low poly character but just cant get it to look right

  • @Jumpycnat
    @Jumpycnat 3 года назад +4

    Great video! You're a really talented 3D artist, you captured the look of the N64 just about perfectly! I seriously can't wait to see more of the game.

  • @e_buffturtle
    @e_buffturtle 2 года назад +2

    She kinda bad tho

  • @BoyNamedKelly
    @BoyNamedKelly 2 года назад +2

    It’s almost like you’re a Castlevania fan… 😆 I love it

  • @TheRoboticFerret
    @TheRoboticFerret Год назад +2

    just wow. I mean, clearly you have heaps of experience but this video makes this kind of work feel achievable for a beginner

  • @mrb5940
    @mrb5940 3 года назад +3

    Your videos are always so great and fun! I would love to know if you any social media, I would love to draw fanart of this character ^^

    • @Legend64Project
      @Legend64Project  3 года назад +2

      That would be cool to see. I have an Instagram link is on my channel.

  • @kobeguy
    @kobeguy Год назад +2

    Great video! Did you have any plans on uploading the modeling process without a timelapse?

  • @temet0nosce
    @temet0nosce 2 года назад

    can one access full video character modeling process anywhere?

  • @Neuleptil20mL
    @Neuleptil20mL 7 месяцев назад +2

    would

  • @sethoz22
    @sethoz22 2 года назад +1

    I'd like to achieve this styling but I'm not as skilled in 3D character modeling, even at this poly level. Do you have a list of resources you've learned from for this?
    I mess up especially around the pelvic & rear, shoulders and chest, and head. You made them look perfect. How did you achieve that?
    If you released a Udemy course focusing on this art style I'd jump on it in a heartbeat.
    Miziziziz is a good example of finding that niche and filling it on that site (and funding his pursuits in additon). Seriously, good and niche tutorials are worth paying for the details of.

  • @CrimsonDX
    @CrimsonDX 2 года назад +5

    She looks amazing!

  • @tkjo64
    @tkjo64 3 месяца назад +2

    she can fix me

  • @SebastianGraves
    @SebastianGraves 2 года назад +2

    I love this man. Best of luck with the project, I'll be watching.

  • @nottin10
    @nottin10 Год назад +3

    Must have taken a long time with just one hand.

  • @coffeepowerupgames
    @coffeepowerupgames 2 года назад +3

    Wow, this looks cool! You really nailed the N64 aesthetics!

  • @tlg237
    @tlg237 3 года назад +3

    Wow this looks incredible! Really good job. I'm working on a similar project at the moment (N64/PS1 inspired) and have been looking everywhere for how to do facial animations the way you did in this video. Do you have a link you could share for what you followed to figure out how to do this properly? It would be a huge help. Thanks and good luck on Legend 64!

    • @Legend64Project
      @Legend64Project  3 года назад +3

      Hey thank you! This is actually a custom method I came up with myself. May not be the best way to do it though as someone in the comments mentioned trying out custom data tables in UE4. I will be looking into that next. It’s possible I will refine the animation system in the future to make it more efficient, so I shall keep you posted.

    • @tlg237
      @tlg237 3 года назад

      @@Legend64Project Thanks! I'll look into custom data tables as well. Hopefully it isn't too strenuous.

  • @tursala
    @tursala 3 года назад +3

    Impressive work, as always. Please keep it up, looking forward to this game is my main hope atm.

  • @LUCID_Rokka
    @LUCID_Rokka Год назад +2

    Nice "Moodboard" 😉

  • @donaldclark2735
    @donaldclark2735 2 года назад +2

    You made drawing the eyes look so easy lol I've been trying to make the same style of game, I'm not great at drawing though so I'm finding the facial expressions really hard

  • @menmouzumaki7951
    @menmouzumaki7951 3 года назад +1

    Every question I had during the video was answered in the video, except...
    How was importing those animations? I know one time I imported some animations from Blender to UE4 and i must have checked a box on accident because it gave me like thousands of interpolated keyframes and that was no good.

    • @Legend64Project
      @Legend64Project  3 года назад +2

      Aha I skipped over that. It was okay but I had to play with the settings a bit to get it to work smoothly. I’ve saved my settings as a preset now so it’s quick to export them each time. I actually goofed up when making my animations though as I did the walk and idle in different files so I had to export them separately. Obviously still trying to iron out the kinks, but the important thing is that it works I suppose!

  • @boi64pr60
    @boi64pr60 2 года назад +1

    The reason I loved N64 aesthetic was that every character looked like a toy. Lol

  • @kaseius
    @kaseius Год назад +1

    Following along at the 1:00m at 0.25x speed mark in my own blender, when suddenly extra vertices hah

  • @JayRKID
    @JayRKID 2 года назад

    Great video :) of note though you'll definitely get a content strike with that Castle Vania music, keep it a lot lower in volume and you should be OK.

  • @Vondora
    @Vondora 2 года назад +1

    I see a lot of Zelda influence. It'll be "open world" too?

    • @Legend64Project
      @Legend64Project  2 года назад +2

      In so much as Mario 64 and Ocarina of time were :)

  • @sonicsimplorio928
    @sonicsimplorio928 2 года назад +9

    Time to fan art 🎨

  • @RetroPlus
    @RetroPlus 2 года назад +2

    That's amazing, you nailed the style. Looks exactly like a character from ocarina of time!

  • @skreamnredskull8941
    @skreamnredskull8941 2 года назад +1

    Loving your videos, and how your game is turning out! I'm just getting in to modeling, and I also want to get the n64 style... so I might have "stolen" your texture atlas method while texturing my first model (a Marathon style assault rifle)

  • @sillynubcat
    @sillynubcat 8 месяцев назад

    mspaint to photoshop is an odd one. just for future unrelated to game art stuff. photoshop has a pencil tool allowing the same pixel art style

  • @jondoe589
    @jondoe589 Год назад +1

    OHHHHHHHHHHHHH MOMMYYYYYYYYYYYYYYY

  • @fatgods2921
    @fatgods2921 2 года назад +3

    Seems like a huge undertaking while working solo. I can't wait to see more.

  • @villageidiot181
    @villageidiot181 2 года назад +1

    Could you put the model up somewhere? I love it