@@marcellomirabelli5257 Keanu chungus wholesome 100 reddit moment 😀i beat up a kid that said minecraft bad 😂and my doggo bit him so i gave him snaccos😉 and we watched pewdiepie together while in elon musk’s cyber truck 😳talking about how superior reddit memers are : “haha emojis bad” 😲i said and keanu reeves came outta nowhere and said “this is wholesome 100, updoot this wholesome boy” 😗so i got alot of updoots and edit: thanks for the gold kind stranger😣. but the kind stranger revealed himself to be baby yoda eating chiccy nuggies😨 and drinking choccy milk😎 so we went to the cinema to see our (communism funny) favorite movies avengers endgame😆 but then thor played fortnite and fortnite bad😡, so then i said “reality is often dissappointing” and then baby yoda replied r/unexpectedthanos and i replied by r/expectedthanos😖 for balance and then danny devito came to pick us up from the cinema😩 and all the insta normies and gay mods stood watching😵 ,as we,superior redditors went home with danny devito to suck on his magnum dong😫 but i said no homo and started sucking,not like those gay mods😮,then the next morning we woke up to MrBeast telling us to plant 69420 million trees😌, me, baby yoda and danny said nice, and then on our way to plant 69420 million trees😊 (nice) we saw a kid doing a tiktok so keanu reeves appeared and said “we have a kid to burn” and i replied “you’re breathtaking”😄 so i said “i need a weapon” and baby yoda gave me an RPG so i blew the kid (DESTRUCTION 100)😎 and posted it on r/memes and r/dankmemes and r/pewdiepiesubmissions and got 1000000000 updoots😘,i’m sure pewds will give me a big pp, then we shat on emoji users😂😂 and started dreaming about girls that will never like me😢 and posted a lie on r/teenagers about how i got a GF after my doggo died by the hands of fortnite players😳 so i exploited his death for updoots😜, but i watched the sunset with the wholesome gang😁 (keanu,danny,Mrbeast, pewds, spongebob,stefan karl , bob ross, steve irwin, baby yoda and other artists that reddit exploits them) [Everyone liked that] WHOLESOME 100 REDDIT 100🤡
I love OOT use of a single texture for 90% of a character so much! Techniques like that to save space and time from games back then honestly are some of my favorite things to learn because they way they made the most of what they had and still gave an amazing experience are always so mindblowing to me.
Wow, I had no idea the filtering on the N64 looked THAT different from modern filtering but now I see it I can't un-see it! I'm making an N64 Style game in Unreal Engine and I'd really like to achieve this effect amongst others...
You kinda sound like a co-worker who is willing to explain things to newcomers but has this distinctive attitude of "You should know about this, you're wasting my time" and I find this really immersive
I love the way this video is put together. It's such a simple no-nonsense presentation but it still makes sure to highlight what made this sort of work so impressive.
@@redfoxbennaton The same people who think consoles should be a standard for gaming. Computers can literally do everything consoles can do better but some people are still busy reinventing the wheel.
redfoxbennaton77 you’re missing one big key factor: Load times. N64 has practically zero loading time. Solid state memory on the carts means no moving parts slowing things down
I would assume some of the models are segmented since when it comes to the limbs rotating on anything other than a single axis then they don't have enough verticies to perform a natural looking twist (e.g. when you rotate your hand and your forearm rotates with it). So that's why, with Shiek's legs for example, they use deformation on the legs since any twisting will probably be minor and they mainly rotate along their x-axis (hips, knee and ankle). Anyway, I love the N64 aesthetic, when it's done right at least. I think OOT is one of the worst examples in the N64 library, especially when you see the texture mapping improvements that came with Majora's Mask, and let's not forget any of the Rare games (undoubtedly the best looking N64 titles).
i didn't know they used a hybrid of both techniques in OoT till just now. rare's graphics were something else. as was everything else they did. shame i was born too late to appreciate companies like that and the masterpieces they produced.
Great guide with some actual technical knowledge behind it. I constantly see "N64" style graphics which have polycounts that exceed early PS2 games and huge textures.
There are so many indie games imitating NES and SNES graphics and some PS1-style games as well, but is there an indie game trying to emulate N64 looks?
It's insane how much better the graphics were on N64 than PS1. When I was a kid in the 90's a lot of people would argue that it's actually the other way around. Almost everyone would always say stuff like "PS1 has 'better graphics because it uses CDs'".
PS1 got access to overall better textures I think, but no filtering. So FF7 battle sequences really are amazing. Flip side is that N64 got a lot of filtering. Bad games are just foggy, good games themselves get a lot going on. All the environment stuff in Kokiri Village for instance.
@@graalcloud The chars/enemies might be lacking textures. But not the 3d battle backgrounds. That and all the streamed in summons. Whether or not they had much texture, just the sheer variety and splash of those while being effectively in-engine. Wow.
It's undeniable that there's a certain nostalgia associated with the low-resolution, smoothed textures we admired as children in N64 advertisements, dreaming of experiencing what we believed to be 'the pinnacle of graphics.' However, with time, it's become evident that it evolved into a distinct graphic style, characterized by its unique and original aesthetic-a product of the technical limitations of the cartridge and other constraints. This style possesses a particular charm and allure, one that I often find myself preferring over high-definition textures or modern hyper-realistic graphics. It's not solely due to the lens of nostalgia; I genuinely find it visually appealing.
Some games didn't have anti-aliasing, so yeah, they did look like the example here (without the interlaced output obviously). Also idk how strong the anti-aliasing was on games that had it, but considering most of them were in such a tiny resolution... Yeah I can see why you had such an impression.
THis is beautiful - im obsessed with the idea of demakes. (ps1 and n64 were my intros to gaming.) im working on Vtubers for myself right now, one of the ones i wanna do is an n64 demake version......
I see you're using Blender for this? How do you import an N64 model along with all its textures? I downloaded a N64 model from Models Resource and it came with the textures and what not. How do I apply them in Blender so I can see the character as its shown in the game?
The Nintendo 64 also supports spherical environment maps for things like Metal Mario. How to implement SEM in Godot I have no idea, in Blender it isn't too difficult with nodes.
I will love to make a FIFA World Cup N64 Style football/soccer prototype fan game in Unity using these beautiful graphics for all 3D Modelling including teams, referees, stadiums and balls. Do you have any kind of help for it, please? Keep up the good work!
Miz, Is it just me, or did both PSX/N64 and early 3d games use mostly tris for their models? Can you explain why this is the case and quads were not use instead? Is it simply due to memory/storage and more space?
@@Miziziziz So if I wanted to make a Unity game with N64 graphics, should I build my models out of tris or are you saying quads are OK too? I'm really new to 3D modelling, I'm just beginning to understand the importance of tris and quads. My models so far have been extremely messy and full of "n-gons".
I would love to do something like this, export the models into an older engine like DarkBASIC and put something fun together that could run on a potato.
Can you make a video on how to model characters like that, because I know it is simple but for some reason I just cant make it look right its embarrassing
Might be good to have a postprocessing step to emulate the look of a CRT. The pixelated and jagged edges don't quite evoke the feeling of playing on an N64.
To clarify: there is no way in Blender to simulate/fake small texture warping/polygon breathing/instability/integer snapping of old 3D games? It doesn't have to be correct, just to make the effect.
You could probably use some very complex materials to round each point in the scene to a grid in camera space. That would simulate what the PS1 had, but the N64 graphics coprocessor had floating point support, so that was not nearly as prevalent on those games.
i doubt they made so many materials, it was probably just 1 with vertex paint and stuff weird that it had to call so many separate textures instead of just 1, i wonder if it was more expensive
Do u have any links for tutorials/videos on how to /model/ in retro styles like this? Im new to modeling but its my goal to model characters like theyve come out of this game or that :^]
hi!! i know this video is from 4 years ago, but could i ask to be pointed to resources where i could figure out info like this for gamecube graphics? this was a really helpful video!! :D
Is there any reason some of the textures (like Sheik's eye) are flipped upside down? I've always wondered why some are displayed like that in the texture viewer thingamajig.
How to make N64 graphics:
1: put the textures in photoshop
2: shrink
3: enlarge
😭😂😂
make sure it's not a smart object
Also use the Decimate modifier
I don't re enlarge the texture and usually i make it in the confines of a 32 x 32 image size
sum dood yeah
God damn I love how quick and informative these videos are. I feel like Neo learning Kung-Fu in the Matrix.
"I know N64 graphics"
"Show me"
Mariophus and Neo
1:48 Me in the 90's: WOAH, IT LOOKS JUST LIKE IN REAL LIFE!!!
well that looks actually pretty good to be suposed to be an 64 recreation
@@pigaboyAKAthecoolestguyonearth r/Woooosh
@@marcellomirabelli5257 i am just saying that it it actually looks good
@@marcellomirabelli5257 Keanu chungus wholesome 100 reddit moment 😀i beat up a kid that said minecraft bad 😂and my doggo bit him so i gave him snaccos😉 and we watched pewdiepie together while in elon musk’s cyber truck 😳talking about how superior reddit memers are : “haha emojis bad” 😲i said and keanu reeves came outta nowhere and said “this is wholesome 100, updoot this wholesome boy” 😗so i got alot of updoots and edit: thanks for the gold kind stranger😣. but the kind stranger revealed himself to be baby yoda eating chiccy nuggies😨 and drinking choccy milk😎 so we went to the cinema to see our (communism funny) favorite movies avengers endgame😆 but then thor played fortnite and fortnite bad😡, so then i said “reality is often dissappointing” and then baby yoda replied r/unexpectedthanos and i replied by r/expectedthanos😖 for balance and then danny devito came to pick us up from the cinema😩 and all the insta normies and gay mods stood watching😵 ,as we,superior redditors went home with danny devito to suck on his magnum dong😫 but i said no homo and started sucking,not like those gay mods😮,then the next morning we woke up to MrBeast telling us to plant 69420 million trees😌, me, baby yoda and danny said nice, and then on our way to plant 69420 million trees😊 (nice) we saw a kid doing a tiktok so keanu reeves appeared and said “we have a kid to burn” and i replied “you’re breathtaking”😄 so i said “i need a weapon” and baby yoda gave me an RPG so i blew the kid (DESTRUCTION 100)😎 and posted it on r/memes and r/dankmemes and r/pewdiepiesubmissions and got 1000000000 updoots😘,i’m sure pewds will give me a big pp, then we shat on emoji users😂😂 and started dreaming about girls that will never like me😢 and posted a lie on r/teenagers about how i got a GF after my doggo died by the hands of fortnite players😳 so i exploited his death for updoots😜, but i watched the sunset with the wholesome gang😁 (keanu,danny,Mrbeast, pewds, spongebob,stefan karl , bob ross, steve irwin, baby yoda and other artists that reddit exploits them) [Everyone liked that] WHOLESOME 100 REDDIT 100🤡
@@unknownwill4th549 Amogus Musical
Hoping your upcoming video "if TLOU2 was a N64 game" goes viral lol
Lol probably won't do one of those
Miziziziz
👁👃🏻👁
🛑👄🛑
🖐🏻👕🤚🏻
🦵🏻🦵🏻
but why
Mikie Swart
Lol wtf
@@mikieswart games terrible ya know.
DeadNoob haven’t played it yet, no spoilers in case i wanna but why’s it so bad?
this was short, but fucking amazing
That`s what she said
I love how this isn't 45 minutes long for no reason. That's for making a condensed and interesting video!
I love OOT use of a single texture for 90% of a character so much! Techniques like that to save space and time from games back then honestly are some of my favorite things to learn because they way they made the most of what they had and still gave an amazing experience are always so mindblowing to me.
Wow, I had no idea the filtering on the N64 looked THAT different from modern filtering but now I see it I can't un-see it! I'm making an N64 Style game in Unreal Engine and I'd really like to achieve this effect amongst others...
N64 graphics with system requirements from a PS4 game
you'll need gouraud shading too
Just ringed the bell 3 mins ago and already an upload? Nice.
He heard your call
I love these tutorials so much. I found you by searching 'How to make PS1 style graphics' and you just ticked every box.
Next video: How to make text-based graphics
IC Productions i honestly want a tutorial on text based graphics using ascii
ASCII is an art underappreciated.
Next up:
If the Last of Us 2 was a N64 game
idk man, there were only few bad games in the N64.
Retendo definitely more than 2%
Retendo At least 10% for me.
You're quickly becoming my favourite game dev creator. Keep up the good work!
i love how straight on your tutorials are. quick and easy. i'm gonna use this video alot i feel like
You kinda sound like a co-worker who is willing to explain things to newcomers but has this distinctive attitude of "You should know about this, you're wasting my time" and I find this really immersive
"I find this really immersive" hahahaha that killed me dude
We need more immersive RUclips tutorials
I love the way this video is put together. It's such a simple no-nonsense presentation but it still makes sure to highlight what made this sort of work so impressive.
Step 1: Reduce Poly Count
Step 2: Reduce Poly Count
*Step 3: Reduce Poly Count*
Can confirm from romhacking experience that this works
(in mario 64)
step 4: make missions
step 5: game crashes
step 6: the level is to big
step: 7: resize
step 8: resize
step 9: resize
step 10: give up
Alejandro Scarcella Other than the pc port, Mario 64 has never crashed on me
"Can confirm from romhacking experience that this works"
Works to make models look like ass.
You dont understand how much i love your straight-to-the-point explanations. Holy frick. Thank you.
People who spent months making N64 character models, and graphics in 1996: “Am I a joke to you?”
@@redfoxbennaton The same people who think consoles should be a standard for gaming. Computers can literally do everything consoles can do better but some people are still busy reinventing the wheel.
@@pretzelboi64 Get out of here elitist.
redfoxbennaton77 you’re missing one big key factor: Load times. N64 has practically zero loading time. Solid state memory on the carts means no moving parts slowing things down
@@redfoxbennaton Moving away from cartridges was the worst thing that ever happened to video games.
No, but your technology certainly is:
Hey man new developer here! Found this off reddit had to give you a new subscriber!
I would assume some of the models are segmented since when it comes to the limbs rotating on anything other than a single axis then they don't have enough verticies to perform a natural looking twist (e.g. when you rotate your hand and your forearm rotates with it). So that's why, with Shiek's legs for example, they use deformation on the legs since any twisting will probably be minor and they mainly rotate along their x-axis (hips, knee and ankle).
Anyway, I love the N64 aesthetic, when it's done right at least. I think OOT is one of the worst examples in the N64 library, especially when you see the texture mapping improvements that came with Majora's Mask, and let's not forget any of the Rare games (undoubtedly the best looking N64 titles).
i didn't know they used a hybrid of both techniques in OoT till just now.
rare's graphics were something else. as was everything else they did. shame i was born too late to appreciate companies like that and the masterpieces they produced.
The World is Not Enough for N64 looked better than most of those games
Yessssss, thank you someone doing something on the n64!!!!
Video faster than light, more understandable than a class.
i dont know whack about game development or anything like it but your videos are just hypnotizing, love the content dude!
Fast. No non-sense. Informative. And interesting!
I suggest using Crocotile3d editor to design your levels as it makes it easier to do the kind of chunky maps you'd see in N64 games.
Great guide with some actual technical knowledge behind it. I constantly see "N64" style graphics which have polycounts that exceed early PS2 games and huge textures.
There are so many indie games imitating NES and SNES graphics and some PS1-style games as well, but is there an indie game trying to emulate N64 looks?
MSaint i remember seeing some game called mac bat 64 but i dont really remember it well
It's insane how much better the graphics were on N64 than PS1. When I was a kid in the 90's a lot of people would argue that it's actually the other way around. Almost everyone would always say stuff like "PS1 has 'better graphics because it uses CDs'".
PS1 got access to overall better textures I think, but no filtering. So FF7 battle sequences really are amazing. Flip side is that N64 got a lot of filtering. Bad games are just foggy, good games themselves get a lot going on. All the environment stuff in Kokiri Village for instance.
@@Jerhevon Most of the "amazing" stuff on PS1 is completely lacking texture whatsoever. The battle sequences in FF7 for instance
@@graalcloud The chars/enemies might be lacking textures. But not the 3d battle backgrounds. That and all the streamed in summons. Whether or not they had much texture, just the sheer variety and splash of those while being effectively in-engine. Wow.
1:43 How do i change the project resolution? I can only find the output resolution
It's undeniable that there's a certain nostalgia associated with the low-resolution, smoothed textures we admired as children in N64 advertisements, dreaming of experiencing what we believed to be 'the pinnacle of graphics.' However, with time, it's become evident that it evolved into a distinct graphic style, characterized by its unique and original aesthetic-a product of the technical limitations of the cartridge and other constraints. This style possesses a particular charm and allure, one that I often find myself preferring over high-definition textures or modern hyper-realistic graphics. It's not solely due to the lens of nostalgia; I genuinely find it visually appealing.
I like how all 3d/pixel artist knows model resources/sprite resources
Every tutorial is personalized
skyboxes are actually big images made from several smaller textures
Excellent video. Thank you for your breakdown of this style.
I love that you don't pander to the 10 minute model. Subbed.
I honestly like the N64 style. Maybe it's just nostalgia, but I think it'll be recognized as a style of its own one day. Simular to 8 bit graphics.
This is great, but didn't the N64 have quite a strong anti-aliasing thing going on? The final product here looks too jaggy for N64
Some games didn't have anti-aliasing, so yeah, they did look like the example here (without the interlaced output obviously).
Also idk how strong the anti-aliasing was on games that had it, but considering most of them were in such a tiny resolution... Yeah I can see why you had such an impression.
I know that anti-aliasing was a selling point of the N64, but I'm not sure how many games actually used it.
@@_SereneMango Can you give us some proof of it?
@@_SereneMango The anti-aliasing was obligatory.
Part of the smoothness effect from N64 was gouraud shading.
Hey thanks for the tutorial, while i like to make ps1-2 graphics i still love this tutorial, thank you so much man
This is some great stuff man, thanks for this video
Nicely done, thanks for the links brother
N64 used a lot of vertex shading if I remember correctly
Somehow it had to disguise its 4kb of texture cache.
Love that low poly Ellie model ;)
I’d be interested in how to get graphics like The First Tree - apparently he used premade assets and just repainted painted the texture maps.
THis is beautiful - im obsessed with the idea of demakes. (ps1 and n64 were my intros to gaming.) im working on Vtubers for myself right now, one of the ones i wanna do is an n64 demake version......
N64 look really good because of that sweet nostaliga look.
Do you have any videos on n64 programming? Im just into that stuff, so if you know how to program for the system please give a tutorial if you can.
That face though... That is something else.
I see you're using Blender for this? How do you import an N64 model along with all its textures?
I downloaded a N64 model from Models Resource and it came with the textures and what not. How do I apply them in Blender so I can see the character as its shown in the game?
Sheik looks that good as a DIRECT RIP?! Holy fuck
Need to go more iconic with the face design. VERY informative video.
So grateful for the information you put out
The Nintendo 64 also supports spherical environment maps for things like Metal Mario. How to implement SEM in Godot I have no idea, in Blender it isn't too difficult with nodes.
You also need to make the graphics in such a way that the RAMBUS goes vroom vroom.
Very cool! One question I have though, is how is the seemless ground look achieved?
I will love to make a FIFA World Cup N64 Style football/soccer prototype fan game in Unity using these beautiful graphics for all 3D Modelling including teams, referees, stadiums and balls. Do you have any kind of help for it, please? Keep up the good work!
I would like to know how you made the trees and also how you did the nodes for the materials
My games going to look
epic.
01:44 It looks good 🔥
Miz, Is it just me, or did both PSX/N64 and early 3d games use mostly tris for their models? Can you explain why this is the case and quads were not use instead? Is it simply due to memory/storage and more space?
All systems use tris. Quads are converted to tris when you import them into any modern game engine
@@Miziziziz So if I wanted to make a Unity game with N64 graphics, should I build my models out of tris or are you saying quads are OK too?
I'm really new to 3D modelling, I'm just beginning to understand the importance of tris and quads. My models so far have been extremely messy and full of "n-gons".
Hey! I was wondering if you were working on any new course for Udemy? :) I love your courses!
Once I get good at game dev I want to remake (or rebreak) some of my favorite games
i would like to see a tutorial on how you made that low poly player model at 1:24
I would love to do something like this, export the models into an older engine like DarkBASIC and put something fun together that could run on a potato.
Can you make a video on how to model characters like that, because I know it is simple but for some reason I just cant make it look right its embarrassing
It's simple... Once you know very well how. It took me months of observation and practice to achieve it.
N64 graphics are so appealing to me
i love the n64 style. paratopic looks similar
Pretty surprising that the cache on my phone takes up more space than a video game.
Might be good to have a postprocessing step to emulate the look of a CRT. The pixelated and jagged edges don't quite evoke the feeling of playing on an N64.
To clarify: there is no way in Blender to simulate/fake small texture warping/polygon breathing/instability/integer snapping of old 3D games? It doesn't have to be correct, just to make the effect.
You could probably use some very complex materials to round each point in the scene to a grid in camera space. That would simulate what the PS1 had, but the N64 graphics coprocessor had floating point support, so that was not nearly as prevalent on those games.
Cool video !! Keep it up Miziziziz
i doubt they made so many materials, it was probably just 1 with vertex paint and stuff
weird that it had to call so many separate textures instead of just 1, i wonder if it was more expensive
Como logro solo ese borde scaling, como se declara en el codigo?
MAN.....I LOVE YOU❤❤❤❤❤❤❤
Hey dude, how did you create the leaves for the tree in Blender?
Do u have any links for tutorials/videos on how to /model/ in retro styles like this? Im new to modeling but its my goal to model characters like theyve come out of this game or that :^]
Cool video
hi!! i know this video is from 4 years ago, but could i ask to be pointed to resources where i could figure out info like this for gamecube graphics? this was a really helpful video!! :D
What about the render engine and the lighting?
tell me, what would it be like for me to do the shadow? in this case it would be a plan with the texture?
How’s you make the n64 style lighting?
Is there any reason some of the textures (like Sheik's eye) are flipped upside down? I've always wondered why some are displayed like that in the texture viewer thingamajig.
You did it! Awesome! 👍
Are you getting into making 3d games? Would love to see what you produce
Thanks for the tutorial, anyone here knows if there's any way to achive the proper texture filtering in Blender?
I have question if wanted to swap out all the Pokemon from Pokemon Stadium 1 or 2 make gen 3 or gen 4 Pokemon Pokemon models is that possible.
What software is this? I'm interested in learning design/development.
you should trying making a tutorial for making SNES super FX graphics in blender
I would like to see you make a modern version of the Spider-Man Nintendo 64 game.
What software do you use for modeling and game engine?
Can you make a video on how to make PS2/GameCube style graphics??
How did you change the resolution?
How do you add a background/skybox in the style of N64/PS1 in blender? Like he has in the video. plssssss someone help
super cool content, thanks!
Hey, could you make a gamecube graphics video next please?
Dude that's awesome!
how many dpi do you use for this style?
pls full tutorial how to create character? :O
Thanks dude this was great.
Just how the Malaysian version of Blockbuster Video used to make their logo.