Models load with preset shaders depending on where you got them from. Some models being darker isn’t because of the game, but because of the blender shaders. You need to make sure all models are using the same shaders in order to accurately compare them, otherwise a lot of people will point it out.
@@NuiiCashy Well that sucks, because I’m sure many, myself included, are looking forward to him improving his craft and that novelty of doing stuff wrong for engagement can only take you so far before people switching to more competent videos that know their stuff.
@@AarturoSc I 100% agree. It’s sad people would actually do mistakes on purpose to boost their videos. I’m not sure if he is gonna do/ already did the same but you never know.
great video! but heads up, the reason the colors kept changing wasnt due to the model, it was due to blender. A way to fix this is to go into his material settings and turn down the specular/metallic settings!
@@ContentFreeTimeI’d also just suggest looking at the models in solid mode with the lighting set to flat or matcap and yknow make sure the color mode in the dropdown is set to textured
The Mario 64 model had more triangles than nicer looking models because it was built differently. Instead of being one big mesh that was morphed for animation, he was basically made up of only a whole bunch of spheres. Much easier to animate but you have a lot of triangles intersecting with and being inside other spheres instead of being put to use adding detail. Also Mario 64 Mario mostly didn't have textures at all, just solid color triangles.
Correct. 3D models from that era used polygons in a different way, with various intersecting and clipping between them. By the next gen is when they started using more complex meshes and basically create wire frames rather than building models from a lot of pieces.
@@AarturoScnot quite, even in the 5th generation there were plenty of games that had single model meshes. Crash Bandicoot, which released in 1996 like SM64, has them, all while being on the Playstation, a comparatively weaker system to the N64.
@@CathodeRayKobold But the reason why he has a different design than smb3 isn't any form of limitation, it's a new design that looks way better on the SNES, the old design worked on the NES because it had lesser detail.
Sunshine's model lower detail could be attributed to the game worlds being way bigger than Luigi's Mansion's smaller setting, allowing bigger and more detailed models to be used. On a side note, I just found your channel, great vids! Super chill!
I really believe that Luigi's Mansion 3 and Super Mario Party marked the start of a new era, one that gave us these super high quality models. The characters are now finally able to match their CGI renders 1:1 especially with the enhanced lighting in Luigi's Mansion 3. It's a wonderful time to witness it in real time after watching Nintendo solidfy Mario's design as early as Luigi's Mansion 1/Mario Party 4.
15:22 Fun fact: They did actually model individual hairs for mario in this game! It's not visible on the model used for normal gameplay, but you can see it on the more detailed mario that's seen on the pause screen.
there's also another mario odyssey model used in cutscenes and the pause menu which is way more detailed, probably the most detailed mario model we'll have until the switch 2!
The Mario Teches typing 3D model is just a bunch of pre-rendered videos that play while in game. It cannot be ripped and therefore poly count will be unknown forever unless the model is found in an old production drive or leaked from Nintendo. If you do this again with another character I believe it would be beneficial to look at the textures directly for anything from GameCube (and similar) back for accurate color commentary. Later console models likely have multiple textures but you can see the colors of the model by looking at the diffuse. It’s a good idea to keep in mind for these comparisons that Blender doesn’t apply all the textures in a way that would accurately present how the model looks in their native games and engine. It would benefit you to learn more about blender and modeling as you continue this series (should you continue it) to more accurately refine your commentary. This is usually just an issue when importing models that have been ripped from video games as you cannot predict who ripped the model and did something that messed with the original’s integrity. (Another side note, If a model from GameCube and back only has one texture, it’s usually smart to have it use flat lighting to represent how it looked in its original engine, as lighting in general was commonly portrayed through textures back then as real time lighting was expensive and it’s use depended on the engine and usually wasn’t applied too animated character models until bump maps started to become prevalent. Its not always the case but its a good starting point for that era of models.)
Wrong about Double Dash. Each kart has two racers and the racer on the back will be facing the camera for as long as they're holding an item, so yes, you will see Mario's face A LOT in that game
This might come across a bit harsh, which I hope you don’t take too hard: It would be nice to consult a 3D artist for these kinds of videos, as they’d be able to offer some insight into some of the discrepancies, poly counts, or the reasons why some models have some color oddities. As a 3D artist myself, it’s just a little frustrating to watch when there are some oversights in how this information is presented, which kinda renders the “ultimate” part of the title a bit hollow. I like the idea of these videos, but I tend to see them coming from non-experts who end up kind of just guessing about things.
Want to be my consultant? I'd love to learn more about what I'm doing here, but I don't know any 3D artists personally and can't afford to pay anyone so I've just been sort of winging it.
Note: Some models, like Smash Bros. Brawl, Ultimate and very likely Odyssey’s have different face models and expression meshes that you might be counting as well (the comments about having and angry face or other looking weird because they have a lot of faces overlapping) so make sure to have only the default faces loaded. Also very important some models look pale or plain because they aren’t loading the normal maps and pbr textures that give the characters way more detail than with only the color textures.
Yikes, I love this idea but (in the nicest way) you have a bunch to learn about 3D animation I think a lot of people have mentioned that you need to apply normal maps but it's worth also saying that having a normal map allows Sunshine to use far fewer triangles than Mansion while still providing the same level of visual detail, which makes the game run fast. Also, with the Mario 64 model having more polygons that some later ones, that's because the 64 model didn't use skin-weighting. If you look at the knees etc you'll notice that they're fully built up in pill shapes and they'll articulate more like a classic plastic toy. The main thing, though, is not to fall into the classic trap of more tris = better. That's some pokemon commentator talk.
In melee, I’m fairly certain the lower poly model is swapped in when a character is physically off screen near the blast-zone but still visible in the spyglass which appears under these conditions. Models aren’t swapped based on how far the camera is zoomed in or out as far as I know. In SM64, there is something like what you described where mario’s model is swapped to a lower poly model if he’s far enough away from the camera.
I never realized how low poly the models are in Mario kart wii and double dash, I played those games so much, guess the 480p quality hid the low poly count and yeah them mostly being on the kart also helps, but dang that’s impressive
The talking face in Mario Teaches Typing is actually a pre-rendered video file, not a 3D model. It comes from MIRT (Mario in Real-Time), a kiosk demo which Nintendo would run at trade shows where they would cut in interactive realtime 3D mocap performances of voice actors as Mario over gameplay demos. (The players could respond, and have a back-and-forth with Mario.)
You probably know this already but, Mario 64's model is made of separate chunks that needed to be fully modeled, which is why there are so many polygons there. Also, the Double Dash model was reused in SM64DS (where they lowered its polygon count a bit) and NSMBDS, and in both of those games it moves a lot, and looks really good doing so.
I wish you also looked at his Mario and Rabbids model. I remember they said in an interview that Myamoto was impressed how they made their own in such a short time for the prototype, instead of just ripping it from another game.
I’d be interested in seeing one of these for Princess Daisy. I know most people would probably want Peach or Rosalina first, but I feel Daisy has had quite a lot of differences over the years between models, especially comparing ones from the Olympic Games and Strikers to the regular Party and Kart ones
To comment on Mario's Smash Bros. models, there's a much lower detail version because of the Camera modes. The higher detail Mario is loaded in when somebody pauses the game, because the camera zooms right into the character, and you can manipulate it wherever you like to take nice photos. The lower detail one is for when you're playing, y'know- moving and jumping around, because you would never notice the drop in quality from such a distance
One of my favorite models from the n64 is the smash bros one, he just looks like what he’s supposed to and also has a lot of personality into it, the way he’s really short and round with his cartoony head is just super pleasing to me, and they gave him SLIGHTLY longer hair XD
I think for the culture you should take a look at goofy models, although I’m not sure how many there would be available. Goku models would be interesting too
I do think that yes, you actually imported the wrong sunshine model, I remember seeing gameplays using the same model as in luigi's mansion but slightly edited, so ye, I think you imported the Lower on distance model edit: also, imma be real, my favorite model is the one of the 9:42, Mario with realistic clothes goes hard, he is the only reason I'm interested on smash bros brawl tbh
SMW Detail: The palette for Mario & Luigi in SMW does have Yellow in it oddly enough. It's mainly used for the Cape Palette. It's odd the never used it. Perhaps it stood out too much?
Reason nobody’s ripped the Mario head from Mario Teaches Typing is because it’s not in Mario Teaches Typing, it’s a pre-rendered video of the Mario In Real Time system that Nintendo used to use at trade shows and things. It was a motion capture rig that Charles Martinet would wear and it would capture his facial movements and translate them into a 3D animation of Mario (and later, Wario)
the double dash character is less triangled cuz of image mirroring technology, instead of creating a another "triangle" for the next eye they could just use a big triangle and then put the one eye and then mirror it resulting in less triangles, not just the eyes, the buttons too, second is because of animation bones, in nintendo 64 there is no functionality for mesh bending, so the animations would be built up with parts that look like theyre connected all the time so u got the top and the bottom covered unlike double dash, the third point can we basically just call experience, making a 3d game like mario 64 in 90s was really hard at the technical side, there was more experience by 2003 when they made the game
Noone's ripped the mario head from Mario Teaches Typing because it wasn't a in-game model, it was a prerendered FMV. It HAS been ripped, but again, not a model.
i really appreciate these videos, it's like the low poly series from A+Start but that series hasn't had consistent videos for about 7 years which is shame, and they seem to skip over many more games than in this series. i think if you get better at blender and video production you can have something really good with these!
i think the reason the double dash model has less polygons than the mario 64 model is because back when they made mario 64 they didn't have the technology to skin and deform models with joints so they made every movable part a separate mesh, meaning there's also polygons inbetween each part. Meanwhile the double dash model is almost entirely made in one piece so in terms of poly count they could optimize it more
I really hate when people try using the Odyssey Mario model unedited, people just don’t know what to do with his mouth most of the time and they never put him in good lighting lol
A thing to note about smash 64 is that the frame rate is a fairly stable 60fps. Being able to run 4 models all doing differnet things must have been hard to do.
7:18 (TL;DR weight painting allows models to bend without seams reducing polycount.) I'm no pro but based on past experience, i believe weight painting for models hadn't been invented during the time of SM64. to explain, this is a not totally accurate simplification but. Weight painting allows you to tell the model what vertices are controlled by what bone and how much that bone influences its movement, so for SM64 Mario they had to build him like a ball and socket doll that intersected itself. and for the Mario kart model they were able to seal the joints entirely. I'm 80% sure that's the entire reason, let me know if I'm wrong ill change it. ask me anything ill try to explain best i can to my knowledge ty.
By the way, we haven't gotten the Mario Teaches Typing model because... well, it's using the good ol' technique of pre-rendered graphics. Until the devs specifically give us the file, it is physically impossible to get it because it's just a 2D animation that was rendered in 3D. Same with the DKC trilogy on the SNES.
7:12 i’d guess it was because of hardware limitations, the N64 being more like an action figure where you can only rotate at the joints, but the gamecube model performs better stretching and warping
I really wish you showed the handheld Mario models. It would have been interesting to compare them directly with the other models in each respective series. Also wish you focused a little more on showing the actual polygons of each model so we could *see* the differences
Gotta say, I love looking at these models side-by-side just to see how much they shift over the years. It's also funny how I can recognize the games these models are from LMAO. Note: Smash Ultimate Mario doesn't look that pale in-game, he's a lot more vibrant! Could just be a import thing, or maybe dev wise, they made him pale cuz Smash Ultimate changes it's lighting with every stage.
I don't know if I'm in the wrong here, but comparing the darkness of the textures seems kind of pointless in my opinion. Every game uses a completely different render engine and interprets these textures differently. So plugging them all into blender (with fun stuff like roughness way down like the Mario from sunshine) and comparing the colors there while in a completely different render engine seems a little odd.
so appart from blender shaders messing with the materials I would definitely recommend you set blender's color management to standard as blender 4.0+ automatically assigns AGX color management but standard gives the proper coloring for things like mario
Request: The Ultimate Luigi Model Showdown However, this must also include Luigi's Super Mario 64 Model as it was scrapped and was present in the 2020 Gigaleak.
kind of a bummer that you only compared them how they looked right after importing, all of these models have stuff like normal maps and shaders that really help the model shine, would've been nice if you had grabbed pictures from each game to compare how they looked in game with all of the proper stuff set up.
5:30 I think the downgrade from Luigi’s mansion to sunshine is because Mario’s model in mansion is only really used in cuscenes, while the sunshine model is used for a full game.
Great vid, I just wish you talked about the Mario plus rabbids model, I personally like how cartoony it is, maybe a video about side games and handheld games?
The NSMBU Mario model comes with a head detached is for the mii characters to use the body in the side modes. The Mii heads are just attached to the neck
If you want a model with similar detail to Odyssey but a build closer to Super Mario Party, I think Luigi's Mansion 3 fits that bill. I think Mario Strikers: Battle League has the better Mario model, but it doesn't have those fancy hair textures with it
the lightning from the game dosent translate into blender, no its the blender shadows from the people who got the model onto blender 5:15 hes shinnier because u need to turn down Metallic and up with Roughness in the lightning tab
I guess the discrepancy between Double Dash and SM64 has to do with Mario's limbs being segmented spheres rather than fully connected. Still, I agree that wizardry was involved here.
Aren't you forgetting that in SM64 they didn't use vertex weights and every body part is its own model? Thsat's where the extra tris come from while looking lower quality
Super Mario 64 had a very inefficient modeling. Mario is made out of separate round models for his limb and torso segments because 3d animations was just being started to be figured out, so there's a lot of polygons you don't see because they're just there for not having holes on the model while rotating his limb segments.
Mario’s hair for odyssey in blender is sooo much less detailed than in game, probably because of lag, but the fact that you said that it wasn’t detailed 😢
Espero que MarioKart 9/10/X utilice los modelos de Super Mario Party/Superstars, porque cada vez que los juego, veo el modelo de los personajes y deseo que así se vea el próximo MarioKart por lo hermosos que se ven 😁 Además que MarioKart 8 ya se lo nota lo antiguo de sus modelados.
Not even gonna include his model from the Super Mario RPG remake? I think that one is very unique. If you're gonna include other spinoffs I don't see why that one shouldn't count.
Models load with preset shaders depending on where you got them from. Some models being darker isn’t because of the game, but because of the blender shaders. You need to make sure all models are using the same shaders in order to accurately compare them, otherwise a lot of people will point it out.
It boosts his videos to the algorithm when people point it out so I think he won’t do it
@@NuiiCashy Well that sucks, because I’m sure many, myself included, are looking forward to him improving his craft and that novelty of doing stuff wrong for engagement can only take you so far before people switching to more competent videos that know their stuff.
@@AarturoSc I 100% agree. It’s sad people would actually do mistakes on purpose to boost their videos. I’m not sure if he is gonna do/ already did the same but you never know.
@@NuiiCashy He already said he would do it in the next video as a reply to a different comment.
@@SwiftAsTheWind happy to hear that!
great video! but heads up, the reason the colors kept changing wasnt due to the model, it was due to blender. A way to fix this is to go into his material settings and turn down the specular/metallic settings!
I'll do that for the next video. Thanks!
@@ContentFreeTimeI’d also just suggest looking at the models in solid mode with the lighting set to flat or matcap and yknow make sure the color mode in the dropdown is set to textured
The Mario 64 model had more triangles than nicer looking models because it was built differently. Instead of being one big mesh that was morphed for animation, he was basically made up of only a whole bunch of spheres. Much easier to animate but you have a lot of triangles intersecting with and being inside other spheres instead of being put to use adding detail. Also Mario 64 Mario mostly didn't have textures at all, just solid color triangles.
Correct.
3D models from that era used polygons in a different way, with various intersecting and clipping between them. By the next gen is when they started using more complex meshes and basically create wire frames rather than building models from a lot of pieces.
@@AarturoScnot quite, even in the 5th generation there were plenty of games that had single model meshes. Crash Bandicoot, which released in 1996 like SM64, has them, all while being on the Playstation, a comparatively weaker system to the N64.
0:32 "No one's ripped it from the game"
How is someone gonna rip a prerendered model from a video file
I was gonna comment that!
I think that was the point. It can't be ripped, without recreating it, and no one's picked up that torch to do it.
@@NobodyYouKnow01 there is actually one recreation that was for a smash ultimate mod
It's called photogrammetry
@@NobodyYouKnow01good idea
It's a shame you didn’t do the SM64DS model to compare to the original.
Its actually lower poly than the original model, but it looks better.
Probably because his model isint on models resource
@@yablock7346Well they also said in the video that handheld entries aren't included otherwise the video will be quite long
I personally think it looks worse than the original.. just something about the DS model seems... off
Its on models wiki just in new super mario bros@yablock7346
I'm pretty sure that model is just a downscaled version of the Double Dash model, which was also later used in Mario Kart Wii and 7.
00:58 the buttons weren't white due to palette limitations. Mario's palette has yellow in it (for the cape), so they could've made them yellow too
Yes, his super mario world design is completely unique.
I'm pretty sure the cape is a separate sprite with its own palette.
@@CathodeRayKobold But the reason why he has a different design than smb3 isn't any form of limitation, it's a new design that looks way better on the SNES, the old design worked on the NES because it had lesser detail.
@@CathodeRayKobold it's a separate sprite but they share the same palette row. Other sprites share it too like the Monty Moles
@@CathodeRayKoboldthe sprite still has yellow on the hat...
Sunshine's model lower detail could be attributed to the game worlds being way bigger than Luigi's Mansion's smaller setting, allowing bigger and more detailed models to be used.
On a side note, I just found your channel, great vids! Super chill!
That's sort of what I was thinking too. Thanks!
Same! I just found this channel!
The Luigi's mansion model is also only used in cutscenes so they could afford more detail
Some of the models actually aren’t that dark, it’s just blender’s shaders causing that
Or maybe normals are inverted for some reason
I really believe that Luigi's Mansion 3 and Super Mario Party marked the start of a new era, one that gave us these super high quality models. The characters are now finally able to match their CGI renders 1:1 especially with the enhanced lighting in Luigi's Mansion 3.
It's a wonderful time to witness it in real time after watching Nintendo solidfy Mario's design as early as Luigi's Mansion 1/Mario Party 4.
trust me, in game, odyssey mario’s model is way brighter and better than it looks in blender
15:22 Fun fact: They did actually model individual hairs for mario in this game! It's not visible on the model used for normal gameplay, but you can see it on the more detailed mario that's seen on the pause screen.
Those hairs are not individually modelled it's a texture
there's also another mario odyssey model used in cutscenes and the pause menu which is way more detailed, probably the most detailed mario model we'll have until the switch 2!
@floobix1 on the models resource, it’s under switch > Mario odyssey > playable characters > Mario (high-poly)
What about Mario's model from Luigi's Mansion 3? @@GameBlock_
The Mario Teches typing 3D model is just a bunch of pre-rendered videos that play while in game. It cannot be ripped and therefore poly count will be unknown forever unless the model is found in an old production drive or leaked from Nintendo.
If you do this again with another character I believe it would be beneficial to look at the textures directly for anything from GameCube (and similar) back for accurate color commentary. Later console models likely have multiple textures but you can see the colors of the model by looking at the diffuse.
It’s a good idea to keep in mind for these comparisons that Blender doesn’t apply all the textures in a way that would accurately present how the model looks in their native games and engine. It would benefit you to learn more about blender and modeling as you continue this series (should you continue it) to more accurately refine your commentary. This is usually just an issue when importing models that have been ripped from video games as you cannot predict who ripped the model and did something that messed with the original’s integrity.
(Another side note, If a model from GameCube and back only has one texture, it’s usually smart to have it use flat lighting to represent how it looked in its original engine, as lighting in general was commonly portrayed through textures back then as real time lighting was expensive and it’s use depended on the engine and usually wasn’t applied too animated character models until bump maps started to become prevalent. Its not always the case but its a good starting point for that era of models.)
Wrong about Double Dash. Each kart has two racers and the racer on the back will be facing the camera for as long as they're holding an item, so yes, you will see Mario's face A LOT in that game
This might come across a bit harsh, which I hope you don’t take too hard: It would be nice to consult a 3D artist for these kinds of videos, as they’d be able to offer some insight into some of the discrepancies, poly counts, or the reasons why some models have some color oddities. As a 3D artist myself, it’s just a little frustrating to watch when there are some oversights in how this information is presented, which kinda renders the “ultimate” part of the title a bit hollow.
I like the idea of these videos, but I tend to see them coming from non-experts who end up kind of just guessing about things.
Want to be my consultant? I'd love to learn more about what I'm doing here, but I don't know any 3D artists personally and can't afford to pay anyone so I've just been sort of winging it.
@@ContentFreeTime I might be interested in that. Got a twitter or something where I can contact you? I’m on twitter under the same name
Followed!
Note: Some models, like Smash Bros. Brawl, Ultimate and very likely Odyssey’s have different face models and expression meshes that you might be counting as well (the comments about having and angry face or other looking weird because they have a lot of faces overlapping) so make sure to have only the default faces loaded. Also very important some models look pale or plain because they aren’t loading the normal maps and pbr textures that give the characters way more detail than with only the color textures.
Yikes, I love this idea but (in the nicest way) you have a bunch to learn about 3D animation
I think a lot of people have mentioned that you need to apply normal maps but it's worth also saying that having a normal map allows Sunshine to use far fewer triangles than Mansion while still providing the same level of visual detail, which makes the game run fast.
Also, with the Mario 64 model having more polygons that some later ones, that's because the 64 model didn't use skin-weighting. If you look at the knees etc you'll notice that they're fully built up in pill shapes and they'll articulate more like a classic plastic toy.
The main thing, though, is not to fall into the classic trap of more tris = better. That's some pokemon commentator talk.
"No one's ripped this from the game" because the floating Mario head animations were 3D pre-rendered FMVs.
In melee, I’m fairly certain the lower poly model is swapped in when a character is physically off screen near the blast-zone but still visible in the spyglass which appears under these conditions. Models aren’t swapped based on how far the camera is zoomed in or out as far as I know. In SM64, there is something like what you described where mario’s model is swapped to a lower poly model if he’s far enough away from the camera.
0:29 it was probably pre recorded footage of the head, aka, green screen/blue screen
You should set the shader to only show textures without any lightning influence. That way we can see it better, and compare it better.
I never realized how low poly the models are in Mario kart wii and double dash, I played those games so much, guess the 480p quality hid the low poly count and yeah them mostly being on the kart also helps, but dang that’s impressive
The talking face in Mario Teaches Typing is actually a pre-rendered video file, not a 3D model.
It comes from MIRT (Mario in Real-Time), a kiosk demo which Nintendo would run at trade shows where they would cut in interactive realtime 3D mocap performances of voice actors as Mario over gameplay demos. (The players could respond, and have a back-and-forth with Mario.)
I still find it funny how one of the best looking Mario Models come from Mario & Sonic Sochi 2014, a game produced by Sega
You probably know this already but, Mario 64's model is made of separate chunks that needed to be fully modeled, which is why there are so many polygons there. Also, the Double Dash model was reused in SM64DS (where they lowered its polygon count a bit) and NSMBDS, and in both of those games it moves a lot, and looks really good doing so.
I wish you also looked at his Mario and Rabbids model. I remember they said in an interview that Myamoto was impressed how they made their own in such a short time for the prototype, instead of just ripping it from another game.
6:10 that eyeball issue is probably a result of z-fighting. you can adjust it with the near and far clip planes values.
I’d be interested in seeing one of these for Princess Daisy. I know most people would probably want Peach or Rosalina first, but I feel Daisy has had quite a lot of differences over the years between models, especially comparing ones from the Olympic Games and Strikers to the regular Party and Kart ones
To comment on Mario's Smash Bros. models, there's a much lower detail version because of the Camera modes.
The higher detail Mario is loaded in when somebody pauses the game, because the camera zooms right into the character, and you can manipulate it wherever you like to take nice photos.
The lower detail one is for when you're playing, y'know- moving and jumping around, because you would never notice the drop in quality from such a distance
My Favorite is the Mario and Sonic at the 2014 Soshi Winter Games Model 🥰
13:36
i love how you dont just go through the well known mario games, but do the others like double dash and golf. like thats awesome!
You missed the model used in Super Mario 64 DS, New super Mario Bros and Mario party DS
One of my favorite models from the n64 is the smash bros one, he just looks like what he’s supposed to and also has a lot of personality into it, the way he’s really short and round with his cartoony head is just super pleasing to me, and they gave him SLIGHTLY longer hair XD
I think for the culture you should take a look at goofy models, although I’m not sure how many there would be available. Goku models would be interesting too
Dude please make a video with the portable versions included, they're so essential to the development
U forgot the 3d models from Mario and Luigi dream team and paper jam
I do think that yes, you actually imported the wrong sunshine model, I remember seeing gameplays using the same model as in luigi's mansion but slightly edited, so ye, I think you imported the Lower on distance model
edit: also, imma be real, my favorite model is the one of the 9:42, Mario with realistic clothes goes hard, he is the only reason I'm interested on smash bros brawl tbh
SMW Detail: The palette for Mario & Luigi in SMW does have Yellow in it oddly enough. It's mainly used for the Cape Palette. It's odd the never used it. Perhaps it stood out too much?
Reason nobody’s ripped the Mario head from Mario Teaches Typing is because it’s not in Mario Teaches Typing, it’s a pre-rendered video of the Mario In Real Time system that Nintendo used to use at trade shows and things.
It was a motion capture rig that Charles Martinet would wear and it would capture his facial movements and translate them into a 3D animation of Mario (and later, Wario)
Bro, cannot lie, you found the video type you gotta make, really enjoyed watching. Couple idea is, Zombie models from any game series
Ooooh zombies would be fun. Might save that for October. Glad you enjoyed!
the double dash character is less triangled cuz of image mirroring technology, instead of creating a another "triangle" for the next eye they could just use a big triangle and then put the one eye and then mirror it resulting in less triangles, not just the eyes, the buttons too, second is because of animation bones, in nintendo 64 there is no functionality for mesh bending, so the animations would be built up with parts that look like theyre connected all the time so u got the top and the bottom covered unlike double dash, the third point can we basically just call experience, making a 3d game like mario 64 in 90s was really hard at the technical side, there was more experience by 2003 when they made the game
Noone's ripped the mario head from Mario Teaches Typing because it wasn't a in-game model, it was a prerendered FMV. It HAS been ripped, but again, not a model.
If you do this again can you go look into the UVs and textures? Could be interesting
i really appreciate these videos, it's like the low poly series from A+Start but that series hasn't had consistent videos for about 7 years which is shame, and they seem to skip over many more games than in this series. i think if you get better at blender and video production you can have something really good with these!
Thanks! That's my goal!
Loved Seeing Mario's Models over the years makes me realize how much he evolved into the mario we have today 🎉
i think the reason the double dash model has less polygons than the mario 64 model is because back when they made mario 64 they didn't have the technology to skin and deform models with joints so they made every movable part a separate mesh, meaning there's also polygons inbetween each part. Meanwhile the double dash model is almost entirely made in one piece so in terms of poly count they could optimize it more
I really hate when people try using the Odyssey Mario model unedited, people just don’t know what to do with his mouth most of the time and they never put him in good lighting lol
A thing to note about smash 64 is that the frame rate is a fairly stable 60fps. Being able to run 4 models all doing differnet things must have been hard to do.
My go-to and absolute favorite model is Mario vs. Donkey Kong. I'm remiss you didn't include it in the video. Such a gem.
forgot to mention that DD and Mario Kart Wii use the same character models, other than the new characters they added in Wii.
Also NSMB AND SM64 DS
@@WarrenFullerSMF64 oh yeah!
7:18 (TL;DR weight painting allows models to bend without seams reducing polycount.) I'm no pro but based on past experience, i believe weight painting for models hadn't been invented during the time of SM64.
to explain, this is a not totally accurate simplification but. Weight painting allows you to tell the model what vertices are controlled by what bone and how much that bone influences its movement, so for SM64 Mario they had to build him like a ball and socket doll that intersected itself. and for the Mario kart model they were able to seal the joints entirely.
I'm 80% sure that's the entire reason, let me know if I'm wrong ill change it. ask me anything ill try to explain best i can to my knowledge ty.
That makes sense. Thank you!
You mean mario teaches typing 2. The first just had 2D mario saying "Welcome to Mario teaches typing!" and that was just edited in
5:47 I believe this had to do with the water reflections, the game’s frame rate also dropped from 60FPS down to 30.
10:14 Makes sense, rainbow road is hell
Who called this vid "Amateur Backseat Dev compares mario models" on the DeArrow plugin???
By the way, we haven't gotten the Mario Teaches Typing model because... well, it's using the good ol' technique of pre-rendered graphics. Until the devs specifically give us the file, it is physically impossible to get it because it's just a 2D animation that was rendered in 3D. Same with the DKC trilogy on the SNES.
7:12 i’d guess it was because of hardware limitations, the N64 being more like an action figure where you can only rotate at the joints, but the gamecube model performs better stretching and warping
Melee Mario is my favourite, really love the proportions
I really wish you showed the handheld Mario models.
It would have been interesting to compare them directly with the other models in each respective series.
Also wish you focused a little more on showing the actual polygons of each model so we could *see* the differences
I hope you review brothership's model when the game releases! He's far more different in that game and I think it would be interesting to compare!
Gotta say, I love looking at these models side-by-side just to see how much they shift over the years. It's also funny how I can recognize the games these models are from LMAO.
Note: Smash Ultimate Mario doesn't look that pale in-game, he's a lot more vibrant! Could just be a import thing, or maybe dev wise, they made him pale cuz Smash Ultimate changes it's lighting with every stage.
I don't know if I'm in the wrong here, but comparing the darkness of the textures seems kind of pointless in my opinion. Every game uses a completely different render engine and interprets these textures differently. So plugging them all into blender (with fun stuff like roughness way down like the Mario from sunshine) and comparing the colors there while in a completely different render engine seems a little odd.
This feels like a low budget A+'s Low Poly Videos but not bad.
2:56 ITS THE LIGHTING he’s darker because super smash bros lighting system…
I’m pretty sure.
so appart from blender shaders messing with the materials I would definitely recommend you set blender's color management to standard as blender 4.0+ automatically assigns AGX color management but standard gives the proper coloring for things like mario
Request: The Ultimate Luigi Model Showdown
However, this must also include Luigi's Super Mario 64 Model as it was scrapped and was present in the 2020 Gigaleak.
kind of a bummer that you only compared them how they looked right after importing, all of these models have stuff like normal maps and shaders that really help the model shine, would've been nice if you had grabbed pictures from each game to compare how they looked in game with all of the proper stuff set up.
That's a good idea. I might have to start doing that in future videos
5:30 I think the downgrade from Luigi’s mansion to sunshine is because Mario’s model in mansion is only really used in cuscenes, while the sunshine model is used for a full game.
Great vid, I just wish you talked about the Mario plus rabbids model, I personally like how cartoony it is, maybe a video about side games and handheld games?
Wasted 20 minutes of my life watching a guy showcase Super Mario models. And it was worth it.
Mario wonder mario have a model with every power up in the game at the same time
That is so crazy
the mario 64 one is iconic
2014 Mario and Sonic model, funnily enough, is one of the highest fidelity model on Wii U... And it was made by SEGA!
Princess Peach models when? Also nice video!
Thanks! I'll add Peach to the list
@ContentFreeTime you're welcome and Daisy as we'll please
Could you do the ultimate Luigi model showdown?
The NSMBU Mario model comes with a head detached is for the mii characters to use the body in the side modes. The Mii heads are just attached to the neck
How about the mario models in mario & luigi?
Mario had a 3d model there in paperjam or was it in dream team
If you want a model with similar detail to Odyssey but a build closer to Super Mario Party, I think Luigi's Mansion 3 fits that bill.
I think Mario Strikers: Battle League has the better Mario model, but it doesn't have those fancy hair textures with it
the lightning from the game dosent translate into blender, no its the blender shadows from the people who got the model onto blender
5:15 hes shinnier because u need to turn down Metallic and up with Roughness in the lightning tab
Mario 64 is a legendary game, but the model is very weird. I wouldn't say it was more successful overall than Sonic Adventure.
I guess the discrepancy between Double Dash and SM64 has to do with Mario's limbs being segmented spheres rather than fully connected. Still, I agree that wizardry was involved here.
Could you do Luigi next? He probably changed quite a bit
Aren't you forgetting that in SM64 they didn't use vertex weights and every body part is its own model? Thsat's where the extra tris come from while looking lower quality
Another great model comparison! So who's next? Crash Bandicoot? 😏
I'd love to see crash bandicoot and Spyro
Super Mario 64 had a very inefficient modeling. Mario is made out of separate round models for his limb and torso segments because 3d animations was just being started to be figured out, so there's a lot of polygons you don't see because they're just there for not having holes on the model while rotating his limb segments.
Mario’s hair for odyssey in blender is sooo much less detailed than in game, probably because of lag, but the fact that you said that it wasn’t detailed 😢
This video brought me back to my childhood!
What is your content💀
I unironically LOVE the sunshine model
6:03 well I mean… just a theory, but maybe it’s cause he normally has F.L.U.D.D. On him all the time?
The mario party 8 model is peak mario in my opinion. I wish they never strayed.
the 2nd model of mario in smash melee is the one used when mario goes of screen in the little picture
Im surprised you didn't notice the striking similarities between MKW and MKDD. Because they quite literally use the exact same model.
Smash models are dark like that so it fits in the stage lighting.
It took me halfway through the video to realize your mouse is Sonic lol
Espero que MarioKart 9/10/X utilice los modelos de Super Mario Party/Superstars, porque cada vez que los juego, veo el modelo de los personajes y deseo que así se vea el próximo MarioKart por lo hermosos que se ven 😁
Además que MarioKart 8 ya se lo nota lo antiguo de sus modelados.
I can't believe you left out LM3 Mario
Not even gonna include his model from the Super Mario RPG remake? I think that one is very unique. If you're gonna include other spinoffs I don't see why that one shouldn't count.
huh, I didn't know mario from mario kart wii literally is the devil incarnate
how dare you make me notice that his buttons are white in Super Mario World