Re: The Super Mario Odyssey Visual/Tech analysis thread
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By chrmilou Go To PostGreat thread! Stuff like this helps me learn and gives me ideas/solutions for my own work.
I've noticed a lot of people saying the game doesn't look that good and is barely better looking than Sunshine, but the slightest knowledge of 3D graphics makes that such a silly thing to say.
I'm so thankful I'm getting into 3D at a time where a normal triangle count for a character is 15-35k. I couldn't imagine having to work when the high end was 8k triangles!
This stuff makes me extremely scared to make my first fully 3D game/environment though…so much to do and learn.
First, I wish you the best in your future endeavors. Good Luck!
As for 3D modeling, I'd say that some modeling creativity is required for any character models with a budget under 100k polygons. Knowing where to cut corners is key, and unfortunately, it's not a very easy thing to know. Some people just have an eye for it, others learn with experience. Most artists just use as many polys as they can get away with. My advice is to limit yourself and start getting good with less. Once you have that down, your higher budget characters are going to look amazing. At least, that's what my friends with years of 3D modeling experience tell me anyway, I personally don't handle that side of development (PLT is my forté).
And yeah, I think people want a more diffuse rendering look for Mario (like Mario + Rabbids), instead of Odyssey's style which uses lots of specular reflections, which gives an overall 'plastic-y' look and feel. It's simply a different approach, but it doesn't mean that Odyssey is a bad looking game. When you factor in the robustness of its lighting model and rendering pipeline, its open sandbox levels, and that buttery smooth 60fps framerate, it's no question in my mind that it's the best looking game on the Switch.
By brainchild Go To PostFirst, I wish you the best in your future endeavors. Good Luck!Hmm...maybe I've studied too many game models, but cutting corners is pretty easy for me (on characters). I also didn't go through the ugly model beginner phase like most people do, so maybe I'm just lucky.
As for 3D modeling, I'd say that some modeling creativity is required for any character models with a budget under 100k polygons. Knowing where to cut corners is key, and unfortunately, it's not a very easy thing to know. Some people just have an eye for it, others learn with experience. Most artists just use as many polys as they can get away with. My advice is to limit yourself and start getting good with less. Once you have that down, your higher budget characters are going to look amazing. At least, that's what my friends with years of 3D modeling experience tell me anyway, I personally don't handle that side of development (PLT is my forté).
And yeah, I think people want a more diffuse rendering look for Mario (like Mario + Rabbids), instead of Odyssey's style which uses lots of specular reflections, which gives an overall 'plastic-y' look and feel. It's simply a different approach, but it doesn't mean that Odyssey is a bad looking game. When you factor in the robustness of its lighting model and rendering pipeline, its open sandbox levels, and that buttery smooth 60fps framerate, it's no question in my mind that it's the best looking game on the Switch.
Most things I've done have been less than or equal to 12k and I started out doing low poly character work/box modeling. My most recent model required more than average mesh deformation, so it ended up being 17k for just the body. And then 30k-35k with clothing, hair, etc. Honestly though, I could have trimmed it a little more. If I ever have the body hitting more than 20k before completion, I just start the retopology phase over (much easier to add polygons than take away). People who work in film are so lucky. Much less restrictions.
I wish I could stick to doing characters. I feel like it's so easy to make a good looking character. Environment stuff just seems like too much of a daunting task. But maybe that's how environmental artists feel about characters... probably not though lol. They deserve more praise!
Technical artists don't get enough love too. I'm so glad I don't have to rig my own stuff!
Edit: Yes, the particle effects are lovely. I've always loved Nintendo's particle effects. They're always so cute and cartoon-y in the best way (especially Kirby!) I would be lying if I said I haven't recreated some just for fun (and the learning experience).
By LuigiV Go To PostBack on topic. One thing I really like about this game (and 3D world before it) is the extensive use of 3D particles. I imagine a pretty sizeable percentage of the overall polygon budget has to be dedicated to them but I feel the tradeoff is worth it as it really gives the particles a sense of presence in the world.
I agree. What's most impressive is that they're still lit and shaded (if they're not self-illuminating in the first place), like everything else in the game. It's just not something you normally see in games to this degree.
By chrmilou Go To PostHmm…maybe I've studied too many game models, but cutting corners is pretty easy for me (on characters). I also didn't go through the ugly model beginner phase like most people do, so maybe I'm just lucky.
Most things I've done have been less than or equal to 12k and I started out doing low poly character work/box modeling. My most recent model required more than average mesh deformation, so it ended up being 17k for just the body. And then 30k-35k with clothing, hair, etc. Honestly though, I could have trimmed it a little more. If I ever have the body hitting more than 20k before completion, I just start the retopology phase over (much easier to add polygons than take away). People who work in film are so lucky. Much less restrictions.
I wish I could stick to doing characters. I feel like it's so easy to make a good looking character. Environment stuff just seems like too much of a daunting task. But maybe that's how environmental artists feel about characters… probably not though lol. They deserve more praise!
Technical artists don't get enough love too. I'm so glad I don't have to rig my own stuff!
Edit: Yes, the particle effects are lovely. I've always loved Nintendo's particle effects. They're always so cute and cartoon-y in the best way (especially Kirby!) I would be lying if I said I haven't recreated some just for fun (and the learning experience).
I see. Well it seems that you'll do just fine in this industry if you already have a knack for modeling. Good luck to you!
By brainchild Go To PostI see. Well it seems that you'll do just fine in this industry if you already have a knack for modeling. Good luck to you!
Thank you and thanks for the advice!