Just a little post I made for more info on these models. As you can see how it looks without any disruptions to the 3D mesh. Note that the topology isn’t the best, as I was more worried about optimizing the polycount than it being perfect quads.
The reasons the eyes ‘look at you’ when facing near the back is due to how I managed depth on the topology. As there’s no actual animation going on there.
I tend to keep these models under 1000 tris, and even than, it’s a bit too high-poly for early 3D games.
This was originally posted from my blog, I merged both gifs into one, and I also fixed the looping issue.
lowpolypony
Edited
You know, tri limitations were probably the reason Thwomps were retconned to blue cubes in Super Mario 64 until (I think) New Super Mario Bros…
Yeah, those could work.
I’ve mostly been taking liberties on 100% abiding to limitations for quality of life with animation, as if I did, there would be no armature/weights (Most PSX games use vertex animation than the modern bone-based animations). I could also remove the mesh based eyes for painted-on textures to cut off about 25-ish tris.
Well I can see a way to cut out about 50-60 quads.
I am positive you don’t need me or anyone telling you how a model could be simplified :)
Edited
Quads are typically how I always make models (and most people who make models nowadays). As for the model, it would be possible for this model to be loaded on the PSX as a cutscene model of sorts. Though, most games back then would use FMVs instead.
@RIG No my dude, these retro 3D graphics touch a lot of folks in different ways. Me, I view it as a Saturn model, especially since he’s built it with quads!
Edited
The intention was to emulate PS1 graphics, not N64 graphics.
What server?