how to create accurate ps1 and n64 styled graphics

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notes (important pls read)
hey i know the subtitles are super honky wonky, if anyone knows how to do the thing where you upload custom subtitles, pls help, i had to re render this video like 5 times, so like 23 hours of rendering, and i wasnt about to do it again to change the subtitles, pls help, pls

hey, i bet you are wondering "wait a minute, where is the lights section"
and the answer to that my little child... i didnt finish it!
sorry, it was because of time constraints lol, thats life. but here is the script for that part in case you want the info :Ok, looking good, Now every thing we need to do is to light this thing, how will we go about it? well, its important to remember that at the time a lot of games couldn’t really handle real time lighting, from a light source anyways, so objects would go with one of 3 options. First, having a set lighting, second, having lighting be portrayed by vertex colors, or third, having no lighting at all, and having things be displayed with flat shading, some games might also employ a mix of options 1 and 2. In cases where games had to change the illumination of characters in real time, like in this room in majoras mask, as I was told, everything that’s really being done here is the game putting a different environment color over the model at that time. Games might also just change the set lighting of a model on the fly on some ocations. Its also important to remember that games of this era were, for the most ,unable to cast real time shadows, tho some games had certain work arounds, such as using textures to replace an actual shadow. However there are some very few exeptions to this rule, such as conker’s bad fur day.
:)
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corrections thread:
pls comment here any corrections you wanna make
or things you think i should have added into the video!

HiimIny
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I really really love how you chose to present this video, it's incredibly charming and fun to watch. Brilliant work

RetroPlus
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RIP that one guy wanting to make the 3DO game

SemperFidelisGames
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Another thing about Crash Bandicoot's graphics are that the actual model for Crash is all vertex Shading, This allows him to be animated more fluidly with a higher polygon count by using the PS1's untextured polygon mode.

VanillaMidgetSSBM
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i like how you showed what the environment looks like at each step. Made it easy to see what did what.

ktmochiii
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Love the video! Your way of storytelling is great :)

StarkCraftsYT
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Just a couple of corrections:

1- The N64 also does use dithering when outputting images to the screen. It has a higher color depth (21-bits I believe) than PS1's (15-bits).

2- The N64's largest texture can be 90 x 90, but it only allows a very low depth as a tradeoff. I don't remember all the details (you can look up at the N64 Homebrew scene if you want to learn in depth), but this is how I memorized for my 3D artworks and projects:

- 32x32 = Full color depth, unnecessary because it devours texture cache space
- 48x48 (or 32x64/64x32) = High enough color depth, for detailing
- 64x64 = Low color depth, most common depth (see next paragraph)
- 90x90 = Very low color depth

Color depth and resolution aren't necessarily locked with each other, but rather neither can be exceed if you use any of the listed samples I mentioned.
ALSO the N64 also supports greyscale textures, which occupy half the space (if I'm not wrong) for the same amount of colors if you were to include hue on them. That's where you'll want to use vertex colors even more (Link's clothing in both OoT & MM is the most omnipresent example I can think of).

PS: TOOLS FOR TEXTURES: Both GraphicsGale and Paint.net can lower the color depth of images. Pro Motion NG allows you to edit a color palette (up to 256 colors, you can also manually allow a max number of colors). But I only use them for doing the fine-tuning I just described on each program - I do the main job on Krita (I know, not the best option, but it's good enough and free).

_SereneMango
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One important detail is vertex snapping for PS1 mainly if you're doing animations, since if I remember correctly the PS1 used decimals to calculate vertex positions or something but it wasn't able to do it as precisely as the N64.

Most N64 games used 32 x 32 textures instead of the maximum 64 x 64 resolution

bukachell
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You know what the FAC thing is *vine boom*

nobody-nqyo
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If you don't have an anti-pop for your mic you can use a highpass filter to cut those Ps from your recording. Or a compressor acting on the low frequencies can help:) nice video, very helpful information, thank you

marsellusbrel
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"full fac"
sorry that had me rolling xD

GhettoWxzrd
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this is a sincerely awesome video man, so insightful and easy to understand. I'm a total beginner and I had no trouble following along which I really appreciate! thank you so much for this TT__TT I never would've figured it out on my own ! (also your bunny character is so adorable ! and the chalkboard character that had the table of content looked like you plucked It right out of a real game.)

maxkindof
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this is such a helpful and in-depth look at the specifics of low poly design. It helped me massively! Thank you!

rayop
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I've recently become fascinated with early 3D technology. This video was so fun! ^^

HTMangaka
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Thank you for this detailed video, the amount of work to portray this information in this style must have been a lot, although it was well worth it as it was very entertaining.

bucky
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it's always interesting how people explain this

crimester
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Me saying yes to everything then getting hit with the, "me neither!"
Haha yeah, man. Totally, we young people gotta stick together hah yes hahaha

TetsuoIVIX
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I under stand how much work go's into this thank you very much for the work I support your work

Budderguy
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DUUDE! thank you so much for all this information in one video
really pure gold here

jeffersonwillame
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No cap, the female rabbit character in PS1 or N64 graphics looks absolutely adorable though.

poweroffriendship.