How to make PS1-Esque graphics with Blender 2.8 (Basic Character Modeling)

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  • čas přidán 29. 08. 2024
  • A lot of people were asking about character modeling. I hope this is exactly what you guys wanted and is as helpful as I hope it is! I do need your feedback to ensure that my videos are as helpful as possible. Otherwise whats the point of making tutorial videos, right?
    Edit: I forgot to put in the link for the NKU Drawing Database. Absolutely check them out, hours and hours of awesome art resources!
    / @thedrawingdatabase8743
    Music by appearance:
    Megaman X - Boomer Kuanger
    G.I.T.S Megatech Body - Spook & Spell
    Sonic Mania - Chemical plant Zone
    I hope you liked the video,
    Like and subscribe for more content :)
    Follow me on Twitter - / sicklywiz
    Watch me Livestream Monday and Friday - / thesicklywizard
    Check out the PS1 Subreddit - / ps1graphics
    Come hang out in our PS1 Graphics Discord :) - / discord
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Komentáře • 245

  • @coopercallaghan
    @coopercallaghan Před 4 lety +334

    me at 1am having never owned blender: yes youtube i would like to learn how to make ps1 style graphics.
    great vid keep it up!

  • @areallyboredindividual8766
    @areallyboredindividual8766 Před 3 lety +145

    A little trick for mirroring that I've found handy- add a loop cut down the middle and delete the vertices of the lefthand side half, then add the mirror modifier

    • @narne3330
      @narne3330 Před 2 lety +3

      Yeah, this is elementarny technique.

    • @555remidi
      @555remidi Před 2 lety +2

      @@narne3330 elementary?

    • @narne3330
      @narne3330 Před 2 lety +2

      @@555remidi Your stary elementary.

    • @555remidi
      @555remidi Před 2 lety +7

      @@narne3330 ight bro

    • @irimisk
      @irimisk Před 6 měsíci

      thank you you solved my problem

  • @Jordan-ep8vx
    @Jordan-ep8vx Před 4 lety +139

    this channel is a gem

  • @EdwNygma
    @EdwNygma Před 2 lety +11

    I've been wanting to make a small animation/game for some friends in a server and I figured PS1 graphics would be the best and I found this tutorial and honestly it did no dissapoint. I love you.

  • @jm3267
    @jm3267 Před 3 lety +79

    At 3:18 when you're talking about Medieval cats, the two cat paintings in the middle are actually from a (currently still alive) Columbian artist called Fernando Botero! He does weird proportions as a conscious stylistic choice and has made some really fun sculptures too.

  • @TitusPrime1995
    @TitusPrime1995 Před 4 lety +86

    The modeling process was moving a bit too fast for me.
    I'd love to see you make another in-depth tutorial on modeling characters/objects/terrains; or any other video but go slower as I couldn't keep up with some of your videos.

  • @BrainSlugs83
    @BrainSlugs83 Před 4 lety +36

    There's a really cool video on CZcams where they interviewed the creators of Crash Bandicoot and they talked about all the crazy ways they completely obliterated the hardware limits of the PS1. I think they found a way to talk more directly with the coprocessor so that they could push more polygons per frame. Also, they gave up on using any textured polygons at all because it would cause a 2x slowdown. Every thing you see in that game is flat shaded polygons, because they realized that the average rendered size of each of their polygons was 1.5 pixels anyway.

    • @sketchsskotch1073
      @sketchsskotch1073 Před rokem

      What about Crash Bandicoot's back fur texture?

    • @BrainSlugs83
      @BrainSlugs83 Před rokem

      @@sketchsskotch1073 His whole body and all the textures were just flat shaded polygons.

    • @gimmedataids
      @gimmedataids Před 5 měsíci

      @@BrainSlugs83 His shoes and back are in fact textured

  • @Aosa_Aosa
    @Aosa_Aosa Před 4 lety +38

    Would love a video that details how I should go about creating and applying textures for these models that suit the ps1 style.
    Thank you for the great tutorials! I'm learning heaps!

    • @_.gio_van
      @_.gio_van Před 4 lety +6

      i know i'm not him, but what I do is take pictures from google of the thing i'm texturing, scale it down to aprox. 256x256 pixels and then aply them into the material with the UVmap editor and some settings he gave in an older video.

    • @Aosa_Aosa
      @Aosa_Aosa Před 4 lety +1

      @@_.gio_van Thanks for the reply! I'm going to try attempt that!

    • @Dogman_35
      @Dogman_35 Před 2 lety

      It's not really any different from normal texturing, you just want to stick to a roughly 128x texture size. The game engine you use is a bit more important there, you have to figure out which setting lets you turn off filtering and show off the textures in all their pixelly glory

  • @testytester2338
    @testytester2338 Před 3 lety +29

    I have been looking for a tutorial like this for quite a while. I'm coming from an artistic background trying to learn games. This is absolutely what I need and I can't thank you enough.
    You're an underrated channel and I'll be sure to plug you in as many forums/subreddits I can.

    • @TheSicklyWizard
      @TheSicklyWizard  Před 3 lety +3

      Thanks i highly appreciate it :)

    • @ethynethyn
      @ethynethyn Před rokem

      yo what sorta art u make? watching this now and i’m in ur exact situation, did u ever make low poly games?

  • @ericmuller7434
    @ericmuller7434 Před 4 lety +8

    Great video as always! Using the sculpting smooth tool is something I didn't consider and a game changer honestly.

  • @brandondp.23
    @brandondp.23 Před 3 lety +3

    I’ve been havin’ a lot of trouble with character modelling & this helped a ton! Keep up the great work!

  • @LarsHost
    @LarsHost Před 4 lety +5

    Great work! I think it would be cool to texture this guy next time. You could make a poll, so people chose one of characters you'd like to model or texture

  • @LostGarcons
    @LostGarcons Před 4 lety +2

    Words cant even describe how happy i am to have these tutorials and channel , thank you

  • @robawsome
    @robawsome Před 4 lety +12

    I love the look and feel the graphics, because of limitations of the ps1 and older games had excellent music, e.g. Medievil 1 had a great look and the sounds, same said for the first 2 Oddworld games, great mood, the remakes are ok, but they have lost a good amount of the elements that made them iconic, I had a different vision of what the remakes should of been and I doubt i'm alone.
    Vid was very inspirational :)

  • @samuelhugo3387
    @samuelhugo3387 Před 5 měsíci

    i avoided this video but now I realize its one of the best ones when i comes to character moddeling for ps1

  • @laylamorrison9596
    @laylamorrison9596 Před rokem +1

    This is very helpful for this project I'm currently making, thanks!

  • @richardwilliam4241
    @richardwilliam4241 Před 3 lety +61

    on the topic of medieval cats:
    in illuminated manuscripts from the church prior to the reformation, monks weren't allowed to just go out, look at a tree, and paint it. it was considered sinful and not allowed. they had to dip into a prescribed and approved reference book to draw from, which they were forced to copy. so whatever the tree looked like in the book, they would replicate. now when duplicating these books, imagine a butterfly effect of subtle differences in each and every tree. over time, the tree looks nothing like its original intention! but unfortunately this is how it had to be copied. Now apply this effect to said cats, and voila! grotesque chupacabra :)

  • @ColdBlueLight
    @ColdBlueLight Před 3 lety +5

    i use rounded cubes to get my geometry easier when working with low poly it saves time and allows me to start shaping things instantly .

  • @official_noself
    @official_noself Před 3 lety +3

    Photo references:
    Lateral head: (if link dies search for: head-geo-08.jpg)
    lh6.googleusercontent.com/-f0dnk5nEURs/TWxy8ubPeiI/AAAAAAAAAKM/bpTUCNzqqWI/s1600/Head-Geo-08.jpg
    Front head:
    www.istockphoto.com/en/photo/blank-white-male-head-front-view-gm182137797-27373893
    Shortcuts he used in video:
    4:26 -> Clear location -> Alt + G

  • @ethanjamesbarron
    @ethanjamesbarron Před 6 měsíci

    For bends in arms and legs I think it's essential you use collapsible joint topology. Especially for characters like this Its a well known thing so you can search it up and find quick tutorials on CZcams but it looks so much better

  • @Badguy292
    @Badguy292 Před 3 lety

    Why am I finding this now, *exactly* a year after it's uploaded. And I've needed this for a while.

  • @justcallmeavi3255
    @justcallmeavi3255 Před 2 měsíci

    I know this is a late comment but your model is massive, probably around 600 to 1000 polygons, worked with the PS1 way back in the day, most hero models, that's the character the player plays had 200 to 600, Crash Bandicoot had 612 and Lara Croft just 260, this was because of the way the PS1 executed instructions, the system specs say 10,000 polygons per frame but the actual number was more like 3000, this was because of the system cache's and RAM, it wasn't just textures and polygons we were sending, it was data sets on raster's, this was to tell the PS1 how many polygons each model has, were it was and how far away it was from the player character, the PS1 didn't have a z buffer, we had to program our own, it also lacked floating point data, hence the wobbly graphics, all those instructions had to be executed before anything was rendered, notice the specs say in *hardware* , that means if the hardware was just making polygons, clever marketing trick from Sony, all the system information had to be written in machine code, just like any computer ever but the game code was written in C, the PS1 stores data from the disk into the caches on the board, then the CPU draws from those to organise and execute instruction sets, to draw frames the PS1 had a frame buffer that the CPU would call on to draw the polygons on the screen, the buffer was limited however and writing the code to call on those instructions, textures and game code was a nightmare, it was fast in hardware but slow in software, we got around a lot of these problems by reducing the amount called on the screen at a time, freeing space in the hardware to make the games run at a smooth 30fps, making low poly models leaves more polys for the environment, sound and effects, so Lara Croft was low poly to make the environments more transversable, whereas Crash Bandicoot needed to be higher in polygons because he took up much of the screen, blender can't replicate the effects of the PS1 graphics because it was hardware limitations that made the games appear that way, a good example is emulated games, same game, more likely crash dumped from the disk but the effects of z buffer wobble and dithering are not present, I suppose if there is a way to tell blender to randomly skip some frames in a render you might get closer to the original, we dumped loads of frames when making in game cutscenes, you can't even tell, Resident Evil has tons of them, which is weird because all the backgrounds are prerendered images!

  • @Snweos
    @Snweos Před 4 lety +4

    My current understanding of smooth vs flat shading is that smooth shading is actually the cheaper of the two. Since for smooth shading the vertex normals of each vertices can be shared between vertices, while for flat shading the vertex normals are spilt and are not shared. Likewise UV seams act the same as flat shading adding to the hidden vertex cost with the vertices on the seam being spilt between the islands. I could be misunderstanding the information however, so feel free to correct me if I am wrong!

  • @thedevilhimself1728
    @thedevilhimself1728 Před 3 lety +2

    3:22
    It's Vladislav from What We Do In The Shadows

  • @justDerekk
    @justDerekk Před 2 lety +1

    Excelent video, it deserves more likes.
    I like the retro style.

  • @thomastheperson3600
    @thomastheperson3600 Před 3 lety

    I've used this so much to help with my first game
    Can't wait to slice them in half

  • @danigarcia758
    @danigarcia758 Před 3 lety +1

    This is great! Definitely will share with my friends

  • @Hennejoe
    @Hennejoe Před 4 lety +1

    Loving this series btw, it's been a massive help to me!

    • @TheSicklyWizard
      @TheSicklyWizard  Před 4 lety

      Glad to hear it!

    • @Hennejoe
      @Hennejoe Před 4 lety

      @@TheSicklyWizard Really looking forward to the clothing part of these character creations - I'm really struggling to come up with something myself at the moment.
      I'd love to try and emulate the kind of textures from Resi Evil 2 but my art skills are basically nonexistant

  • @secretcommenter5720
    @secretcommenter5720 Před 4 lety +1

    Sometimes I wonder how this channel doesn't have 12k subscriptions.

  • @brandonmorrissey2497
    @brandonmorrissey2497 Před 4 lety +1

    Sweet videos man, looking forward to more!

  • @AlexandreRS942
    @AlexandreRS942 Před 2 lety

    Thank you so much I’ve tried like 100 times to make a low poly model and I couldn’t put this tutorial help me a lot

  • @antanaspaskauskas9432
    @antanaspaskauskas9432 Před 2 lety

    This is perfect, just what I was looking for. Thanks!

  • @glowiever
    @glowiever Před 3 lety

    holy molly this channel has what I'm missing.

  • @mathieuvart
    @mathieuvart Před rokem

    Excellent choice of music

  • @kyleboynton2748
    @kyleboynton2748 Před 4 lety

    YOU NEED MORE VIEWS, THIS IS HIGH QUALITY PRODUCTION VALUE YOU HAVE HERE.

    • @TheSicklyWizard
      @TheSicklyWizard  Před 4 lety

      Thanks, i appreciate ir

    • @kyleboynton2748
      @kyleboynton2748 Před 4 lety

      @@TheSicklyWizard You're welcome, it's really good stuff you're putting out here. I'll like and share what I can to help you in the algorithm. Best of luck my dude!

  • @1cedragon
    @1cedragon Před 4 lety +3

    Great tutorial! It's all very well explained. It's fast, but that's what the stop and rewind buttons are for haha
    If had to make a suggestion, I'd say displaying the shortcuts you use on the screen. Just a moment, but it really helps to see what you are doing.
    Keep up the good work!

    • @TheSicklyWizard
      @TheSicklyWizard  Před 4 lety +2

      Ive tried doing that using the screencast keys addon, and often times it breaks or doesnt work. Id have to do them manually and thats alot of work im nkt wanting to do :(

  • @efeloteishe4675
    @efeloteishe4675 Před rokem

    Add a loop cut in the middle of the neck and bevel it so it doesn't appear broken when rigged

  • @traggeydatroll
    @traggeydatroll Před 4 lety +6

    Harry Masons model isn't segmented, most later PS1 games used skinned models, and all the Silent Hill characters were just that.

  • @MarkWallbridge
    @MarkWallbridge Před 5 měsíci

    Super helpful man, many thanks 👍👍

  • @gimmedataids
    @gimmedataids Před 5 měsíci

    7:50 I'm a beginner, so correct me if I've misunderstood your meaning, but lowering the focal length definitely seems to INCREASE visual distortion, like a fisheye lens. Take it down further to 10 and see what I mean. As you raise the focal length you get closer to orthographic view.

    • @TheSicklyWizard
      @TheSicklyWizard  Před 5 měsíci

      It's been a long time since I made this video, I don't remember what I said. But you have it right. Lower focal length = wider fov / more distortion. Higher is closer to orthographic

  • @OOTO.
    @OOTO. Před 3 lety

    wow mega-man x music. What a beast!

  • @CthulhuianBunny
    @CthulhuianBunny Před 3 lety +3

    3:05 That would've been medieval times. The Renaissance was when people actually developed the "rules" for things like perspective, and proportions, and started to actually pay attention to people's facial features, rather than subjects suffering from more same-face syndrome than an Akira Toriyama series.

  • @epicbacongaming2k117
    @epicbacongaming2k117 Před 3 lety +1

    Your vibe is 💯

  • @risgrynsgrot
    @risgrynsgrot Před 4 lety

    Great video as always!

  • @MitchWadeCole
    @MitchWadeCole Před 3 lety

    you deserve million subs, sick stuff :)

  • @chum240
    @chum240 Před 4 lety +1

    Looking forward to when you get around to UV unwrapping and texturing.

  • @diogo7525
    @diogo7525 Před 3 lety +5

    The ps1 graphic is the next gen

  • @daetheknight.
    @daetheknight. Před 2 lety

    I’m really interested in the part where you focus on coloring and detailing the face. Like making eyes that blink and a mouth that opens and closes

  • @filipemecenas
    @filipemecenas Před 2 lety

    Awesome !!!! Thanks , Just found the Channel , i have alot to study here !! ⚡⚡⚡

  • @Kasuga-
    @Kasuga- Před rokem +1

    I m glad i clicked on this video

  • @SteakIndustriesOfficial

    I'm glad that you can do this kind of low poly rendering. I have an Intel UHD G1 Integrated GPU with an i3 1005g1 1.2ghz dual core CPU. I'm hoping that rendering wouldn't take forever with this kind of style. Also, shouldn't it be like rendering in the late 90s early 2000s?

  • @jaymadethat1362
    @jaymadethat1362 Před rokem +1

    4:50 is the most confusing part cause theirs information he missed. One he puts the mirror modifier the next he controls all the vertices to one point then seperate the mirror objects away from each other like its nothing without any context?

  • @captainswing4040
    @captainswing4040 Před 3 lety +3

    make a full chracter rigging video please

  • @junkosdoll
    @junkosdoll Před 3 lety

    This is a amazing tutorial but there were some moments where the process went a bit fast xD! but keep up the good work!

  • @ljhunter
    @ljhunter Před 3 lety

    modelling these hands is going to be the death of me

  • @GhettoWxzrd
    @GhettoWxzrd Před 3 lety

    This is the easiesssst tutorial to follow

  • @bakalee2631
    @bakalee2631 Před 3 lety

    Lmfao the cat reference was hilarious.

  • @Ferukin7575
    @Ferukin7575 Před 9 měsíci

    The pink Model just looks like Cerberus from Ultrakill

  • @ZeroStas
    @ZeroStas Před rokem

    I often had problem when texturing (UV) is that they not pixel perfect, like triangle pixels etc. But I get more hang of it

  • @lostmarble540
    @lostmarble540 Před 4 lety +1

    I mean the Egyptians managed to draw/sculpt cats pretty well. Maybe medieval European artists just collectively agreed that they couldn't be arsed to learn how to draw cats.

    • @TheSicklyWizard
      @TheSicklyWizard  Před 4 lety +2

      Honestly, i think it was some sort of cultural joke. There's also apparently a lot of depictions of cats liking their butts too. Not sure why.

  • @kawaiichan9747
    @kawaiichan9747 Před 4 lety +3

    Great video! I'm interested in making a kind of anime style model, so something along the lines of final fantasy 9, Persona, or maybe even Jet Set Radio just to name a few. Is there a secret you know of to achieve the style of these or will what you've detailed in the video suffice for what I'm going after?

    • @TheSicklyWizard
      @TheSicklyWizard  Před 4 lety +2

      Hmm, I'm not entirely certain if there are really any "Secrets" to achieve that style other than studying it. I'm not familiar at all with Anime styling, although if you know a lot about anime and the kind of aesthetics that use, it should translate to modeling and especially texturing. at least I would think so.
      Sorry if that isn't so helpful, I could always make a video about it sometime in the future!

    • @kawaiichan9747
      @kawaiichan9747 Před 4 lety +1

      ​@@TheSicklyWizard Thank you! I will look into a little more then. I think it's just the blockiness that has me concerned, but I'm looking at a low poly model right now and it seems similar to me, so maybe it's just a matter of texturing to give it a smoother/rounder look?

    • @TheSicklyWizard
      @TheSicklyWizard  Před 4 lety +2

      Yeah, Texturing will definitely help. Also, I think often times PS1 models faked shading, so the models aren't actually lit, they were just textured that way. so that would remove some awkwardness/blockiness of the model

    • @Hennejoe
      @Hennejoe Před 4 lety +2

      @@kawaiichan9747 Just to add on to this - you can maybe check this site www.models-resource.com/playstation/finalfantasy8/
      download the models and study how the form and shape in more detail in blender/maya etc

    • @kawaiichan9747
      @kawaiichan9747 Před 4 lety

      @@Hennejoe Thank you, I will try that!

  • @MonSteh
    @MonSteh Před 4 lety

    Best intro.

  • @patrickmcdonnell489
    @patrickmcdonnell489 Před 3 lety

    that sonic music though

  • @CarpathianWasteGroup
    @CarpathianWasteGroup Před 2 lety +2

    where is the model's link tho?

  • @AdamSweeney85
    @AdamSweeney85 Před 4 lety

    I'd love to see you add ps1 hair to this!

  • @MegaButze
    @MegaButze Před 4 lety +3

    12:17 for me it was right click

    • @TheSicklyWizard
      @TheSicklyWizard  Před 4 lety

      That is what I ment when i said click, flub on my end that i missed

    • @MegaButze
      @MegaButze Před 4 lety

      ​@@TheSicklyWizard no problem, i have a lot of fun with your tutorial.

  • @BohemianDoor
    @BohemianDoor Před 2 lety

    We not gonna talk about the frog being held at gunpoint? #freethefrog

    • @TheSicklyWizard
      @TheSicklyWizard  Před 2 lety

      I haven't watched this video in a year and no idea what this means

    • @BohemianDoor
      @BohemianDoor Před 2 lety

      @@TheSicklyWizard when you go to pull up your references there are 2 pictures 1 with a frog and 1 with revolver, thay are next to each other and the revolver is pointing at the frog

  • @salahtheamazing1ifyBigSmoke

    16:17 When you say "LMAO" too much.

  • @guso6042
    @guso6042 Před 3 lety +2

    I can't figure out how to separate the mirrored cube into two cubes like he does at 5:00 any help would be greatly appreciated.

    • @dynamiczero
      @dynamiczero Před 3 lety

      Same here!

    • @guso6042
      @guso6042 Před 3 lety

      @@dynamiczero Just using one cube instead now. Works fine for what I'm making.

  • @miazhi_
    @miazhi_ Před 2 lety

    thank u so much broooo

  • @MDksa123
    @MDksa123 Před 4 lety +11

    Will you texture the character ?

    • @TheSicklyWizard
      @TheSicklyWizard  Před 4 lety +12

      I'm probably going to do more, I'll texture them probably give them hair, some accessories, and rig them as well. I want this character to be a full production that looks good. Anything you would like to see me tackle :)

    • @MDksa123
      @MDksa123 Před 4 lety

      @@TheSicklyWizard oh nice, thats pretty much what i wanted

    • @DutchVikingGuy21
      @DutchVikingGuy21 Před 3 lety +1

      @@TheSicklyWizard Please make a tutorial on that, using a photo of an actual person, how to put this on the head of the character? I can do the clothes decently well but I can't figure out how to UV map and texturize the head :S I'm getting quite frustrated hahaha. Thankssssssss

    • @TheSicklyWizard
      @TheSicklyWizard  Před 3 lety +1

      @@DutchVikingGuy21 i do intend to do that

    • @not_herobrine3752
      @not_herobrine3752 Před 3 lety

      @@TheSicklyWizard will you cover the japanese style of uv unwrapping? or will it something be like ian huberts style of U -> project from view?

  • @NicoNoInteresa
    @NicoNoInteresa Před 4 lety

    exactly what i wanted. cant fucking believe it. thanks

  • @TheRentown
    @TheRentown Před rokem

    I know judging by the oldness of this video my question might be useless but why is it that every time I try to merge the cubes I end up with a jumbled mess of vertices? Apologies for my lack of skill but I am in quite the predicament. My blender skills are far from up to par. Love you ailing wizard man.

  • @heartbeaten229
    @heartbeaten229 Před 2 lety

    OK i figured out why my mirror wasn't working, delete half of the box before you add the modifier, bing bang boom, presto, now it works!

  • @lordofpigz
    @lordofpigz Před 2 lety

    Half watch half just doing what feels right

  • @bovineox1111
    @bovineox1111 Před 2 lety

    It's 90K/second textured, lit and Gouraud shaded, so 3K/second and 30fps or 250 cubes @12 tris per cube, still naff, given the texturing was not perspective corrected and it's pretty tough to create a character even out of ~1K quads and it not look awful

  • @PatchCornAdams723
    @PatchCornAdams723 Před 4 lety

    The sonic music in the background.

  • @SebastianG1623
    @SebastianG1623 Před 4 měsíci

    Una pregunta por que tu video, ¿cuando quiero traducirlo automáticamente dice que estas hablando vietnamita?

  • @tezwoacz
    @tezwoacz Před rokem

    I find fingers and head the most challenging to model ( I am a 3d model noob)

  • @SawedOffClown
    @SawedOffClown Před 4 lety +2

    Rad

  • @shodan2002
    @shodan2002 Před 2 lety

    Thanks i tried it and it looks good is there a video on how to rig it ?

  • @SerenadeURA
    @SerenadeURA Před 3 lety

    No matter what I do, I can't get the mirror modifier to work any way comparable to how yours functions in this video. As someone who comes from Maya, Blender's controls are the most obtuse and frustrating thing about the program, and while this tutorial is classroom level stuff, the glossing over of the controls that seem to "just work" in your hands is rough.

    • @TheSicklyWizard
      @TheSicklyWizard  Před 3 lety +1

      I mean, what issue are you experiencing with the modifier?

    • @SerenadeURA
      @SerenadeURA Před 3 lety

      @@TheSicklyWizard Well, I've got my cube and I put the modifier on it, and I can't really get it to drag into two mirror versions like you have, but I obviously have a "second" cube kind of inside of the first.

    • @TheSicklyWizard
      @TheSicklyWizard  Před 3 lety +1

      @@SerenadeURA The mirror modifier mirrors the cube relative to its object origin point., when you first create a cube, or when using the default cube, the origin is at the center of said cube. So when you give it the modifier, it creates this "internal" cube as you called it because it is mirroring this cube that is already crossing over the point where it is being mirrored. so you need to loop cut it down the center and delete the half you are going to mirror the other to.
      Does that make sense?

    • @SerenadeURA
      @SerenadeURA Před 3 lety

      @@TheSicklyWizard That's a bit different than what you showed in the video, but it is working much better. I appreciate your taking the time to clarify.

    • @DatCameraMON
      @DatCameraMON Před 6 měsíci

      @@TheSicklyWizard Yeah, that isn't at all how you showed it in the video.

  • @3astava
    @3astava Před 2 lety

    i forgot to save my human in blender so here i am again

  • @pacman_pol_pl_polska
    @pacman_pol_pl_polska Před 4 lety

    Missed the oportunity to model Billy Herrington...

  • @damnyouallgotohell2875

    OK so im totally new to blender but everytime i loopcut and mirror my cube its like theres a second cube inside??? and idk what to do about it and it just doesnt move correctly

  • @elbownio5820
    @elbownio5820 Před 2 lety

    Wahoo I like video

  • @gryasl6231
    @gryasl6231 Před 3 lety

    that's can be a dumb question but, how did you copy that face (12:10)? Ctrl+c and ctrl+v ? Because I can't copy like you :(

    • @gryasl6231
      @gryasl6231 Před 3 lety

      Lol, that was a really dumb question. The answer of my question in this video: czcams.com/video/tMusU0Vvbto/video.html

  • @habz4464
    @habz4464 Před 3 lety +1

    would be great to know what shortcuts your using to loop cut like that

  • @viktordedek8664
    @viktordedek8664 Před 3 lety

    how is it with trangles vs quads in case of PS1? Werent they using triangles as today in games?

  • @TheRealArtDoctor
    @TheRealArtDoctor Před 2 lety +1

    I don't know why but blender 3d always makes me want to have a heat attack with how weird it works.

  • @AdamAdam-cz1wf
    @AdamAdam-cz1wf Před rokem

    The brick effect

  • @wilmeralexander2098
    @wilmeralexander2098 Před 2 lety

    having keyboard shortcuts and name of them on the screen helps a ton!

  • @daslynnter9841
    @daslynnter9841 Před 2 lety

    Why are you using rectangles and not triangles for your faces?

    • @daslynnter9841
      @daslynnter9841 Před 2 lety

      As i understand it, triangles are the best way to get the most geometry with the least vertices, and thus video games, especially from this time used triangles exclusively.

    • @TheSicklyWizard
      @TheSicklyWizard  Před 2 lety

      all quads are just a pair of 2 tris, they just arnt excusively called in modeling, but thats all it is. im using quads because its also easier to edit and manage as i work, i can edge and ring select faces and manipulate them this way, which wouldnt be possible if i had strictly worked in tris. while i never actualy got to it, this was ment to be a series and i got distracted, the next step would be triangulating the face to get the most out of the volume of the shape.

  • @ahadika7226
    @ahadika7226 Před 4 lety

    If you smoothing the model and add low(not too low like PS1) texture, it became PS2 character

  • @oleksiikolomiets4285
    @oleksiikolomiets4285 Před 4 lety

    tell more about texturing please

  • @gamingchinchilla7323
    @gamingchinchilla7323 Před 3 lety +1

    those cat paintings tho.
    Why arent they memes yet?

  • @2bee103
    @2bee103 Před 2 lety

    about texsturing, how do i texture properly without having to deal with the mirrored texsture?

    • @TheSicklyWizard
      @TheSicklyWizard  Před 2 lety

      You would have to apply the mirror modifier and if map it from there

  • @deleteaccounts7613
    @deleteaccounts7613 Před 3 lety

    am i the onl one where when i click mirror the cube does not epratate but is still one cube mirroring both sides of itself

    • @TheSicklyWizard
      @TheSicklyWizard  Před 3 lety

      Yea, the mirror modifier mirrors relative to the origin of the object. Since the cube is centered on the origin it just mirrors itself without actually separating

  • @lucutes2936
    @lucutes2936 Před 2 lety

    wheres pt2