How Did They Do That - Zelda Twilight Princess' Eyes

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ClassicGameJunkie

ClassicGameJunkie

9 жыл бұрын

Looking fairly in depth, into how the eyes in The Legend Of Zelda - Twilight Princess work.
A HUGE thanks to Ben Jones. Without his invaluable research this video would not have been possible!
Check out his fantastic work here:
www.benjones.us/twilight-princ...
As a game developer myself, I hope to bring some unique insight into the minds of the developers who made some of my favourite games.
Follow the development of my game -
/ rawtalenttube
www.CliveGame.co.uk
/ classicgj
Disclaimer:
The information provided in this video is based on circumstantial evidence and experience. In game development there's rarely a right or wrong answer to a problem, and almost always more than one way to make something work. As such the information is accurate to the best of my knowledge!
Please feel free to comment if you spot an error, and I can correct it with an annotation!

Пікірлер: 157
@Keegzkegel
@Keegzkegel 9 жыл бұрын
The peak of any artist: Hiding complexity in simplicity.
@DVD892
@DVD892 9 жыл бұрын
How did Nintendo achieved the Ink in Splatoon to overlap each other without some strange texturebugs? Could be an interesting question.
@Lizzymun
@Lizzymun 9 жыл бұрын
LumianPrivat or the ink at all. It looks so good
@JusticeJanitor
@JusticeJanitor 9 жыл бұрын
LumianPrivat I'm going to take a guess here and in programming terms, surfaces are a type of object. Something like InkedSurface. That surface probably has a color attribute and when something happens that would trigger a color change, that attribute is changed and that change is displayed in the next view refresh. That's just a guess, it could be something completely different.
@DVD892
@DVD892 9 жыл бұрын
JusticeJanitor My guess is that there is an invisible texture above the ground which has 3 values: no ink, ink1 and ink2. Depending on who shoots the ink, it pastes a texture of ink1 or ink2 on the texture and the game colores it at the end. Now that Nintendo said that in the next update a team can have 2 ink-colors it could be with more textures, e.g. ink3 and ink4
@ClassicGameJunkie
@ClassicGameJunkie 9 жыл бұрын
LumianPrivat I've been looking into it, there's a bunch of possible ways they could do it, and I'd rather avoid guesswork that may be wrong. I'm keeping my eyes peeled for more info as I'd love to do an episode on it!
@DVD892
@DVD892 9 жыл бұрын
ClassicGameJunkie Okay, I can wait and I will wait, since the Stuff that's used in Games is amazing and I want to see how it works in reality
@KTGromwell
@KTGromwell 9 жыл бұрын
I have a couple suggestions. - Mario Galaxy's sphere walking / gravity - The Last of Us / Metal Gear Solid etc. stealth AI (as in how the game determines you've been spotted by an enemy in these games) - HUD visuals (like decreasing/increasing health, etc.)
@JohnDuraSSB
@JohnDuraSSB 8 жыл бұрын
Oh my god! This channel looks fantastic! I came here from Extra Credit's LP of Skyward Sword, so big shoutout to them for introducing me to this channel. :)
@ClassicGameJunkie
@ClassicGameJunkie 8 жыл бұрын
+John Dura Oh wow, I've been watching Extra Credits for ages, I'll have to thank them for the shout-out!
@zeikjt
@zeikjt 7 жыл бұрын
I just got here from their shout out in an Extra Frames video, Squash & Stretch. Great vids by the way!
@Craft2299
@Craft2299 7 жыл бұрын
Alot of 3D animation students could thank you for this, ive seen too many use the circular eyeball, or some form of that.
@Thrallking
@Thrallking 8 жыл бұрын
I love this series sooooo much, thank you for making it.
@TheSpinmuffin
@TheSpinmuffin 9 жыл бұрын
I'd like to see how some of the shaders worked in Mario Galaxy - the specular rim lighting on everything, the water effects (probably not too interesting given that you just covered sunshine) and things like the fur effects on the Queen Bee. Also how they managed to display so many Pikmin on screen (I believe this ties into that wacky Mario 128 story from way back). Or Mode 7 on the Snes! I just keep editing this post with questions...
@VultureCultureDinty
@VultureCultureDinty 9 жыл бұрын
This is so interesting, thanks for sharing all these wonderful tips and tricks by breaking down how they were used in previous games. I would have never guessed this is how they did eyes in Twilight Princess. This channel is already letting me learn some neat stuff as a developer. Keep up the good work. :)
@_mikut
@_mikut 9 жыл бұрын
You've earned yourself a subscriber.
@Aliqua
@Aliqua 9 жыл бұрын
Really in-depth and interesting, without getting boring. I hope you will do lots more videos like this one!
@HoneysteinBrothers
@HoneysteinBrothers 9 жыл бұрын
This is the type of youtube channels I actually subscribe to. Thank you!
@bsharpmajorscale
@bsharpmajorscale 9 жыл бұрын
This is one of the coolest series I've seen on KZfaq yet, bar none.
@Paulxl
@Paulxl 8 жыл бұрын
I just discovered this channel thanks an Extra Credit's lets play video. And I'm subscribing right now.
@artsyomni
@artsyomni 8 жыл бұрын
Found this while looking for an explanation of how they always rendered Wind Waker Link's eyes and eyebrows on top of his hair. Instantly subscribed! But I'd still love to learn how they pulled that off in Wind Waker. =P
@ClassicGameJunkie
@ClassicGameJunkie 8 жыл бұрын
+Artsy Omni Oh wow small world, glad you like it! Wind Waker is definitely something on the cards for the future. Love your Smashified series by the way!
@InsrtCoins
@InsrtCoins 8 жыл бұрын
I also really love the eyes in Conker's Bad Fur Day. Very expressive for the time.
@bottinogames
@bottinogames 9 жыл бұрын
Congrats on the most recent episode. I hope you put more work and explanation into this series like you did here, then you did in the last few episodes. Just being able to see an example of whats happening as you explain it helps a lot. I like the subject matter of the Mario Sunshine Water episode, but I feel you just described the process, rather than explain the working and why it was done that way. In any case, keep up the good work! ^.^
@Daniel-tc2hx
@Daniel-tc2hx 6 жыл бұрын
Keep on making more of this kind of videos. Really helpful ! Thanks.
@zldamstr
@zldamstr 9 жыл бұрын
Loving this series!!! Great work & please don't stop anytime soon! :)
@Jcolinsol
@Jcolinsol 9 жыл бұрын
One aspect of video game art that I have noticed that a lot of lay-people don't seem to fully understand, is the difference between textures and geometry or polygons. I often see people referring to "missing textures" that are actually examples of missing geometry. Most game engines replace textures that are missing with a default texture, usually an image in a gaudy color like pink or purple with noticeable text. That way the missing textures are readily apparent to the developers so that they can fix them.
@ClassicGameJunkie
@ClassicGameJunkie 9 жыл бұрын
Beef Chavez Indeed, there is often confusion. Hopefully the episode I'm working on as we speak will go some way to help explain this.
@GKMcWhite
@GKMcWhite 9 жыл бұрын
The Sand in Journey. I know there is a post in the official forums of That Game Company where they explain how they did it quite detailed, BUT it would be amazing too see some images of shaders etc., because simply how they did it is quite complicated and amazing.
@rugbyrocks123321
@rugbyrocks123321 9 жыл бұрын
I feel like this channel has a lot of potential. These videos are so cool.
@labdjcxn3xy
@labdjcxn3xy 7 жыл бұрын
this is blowing my mind!!??? goodness please do continue making these they're fueling my animator soul
@PEDRObv15
@PEDRObv15 9 жыл бұрын
YES. Thanks, this is almost exactly what I wanted to know! (except I was more stuck up at Wind Waker's eyes, that work on a similar method except they don't have the skin color surrounding the shape, they're just the eyes themselves.) I'm looking forward to your next video.
@libr123
@libr123 9 жыл бұрын
This channel is awesome! I always wondered about this kind of stuff
@martinnaranjo3185
@martinnaranjo3185 9 жыл бұрын
Wow! I must say that i was surprised for you to make a video about Twilight Princess!! *-* You sir have a good taste!!
@nessesaryschoolthing
@nessesaryschoolthing 7 жыл бұрын
Most game devs use a similar shape within the characters head for the teeth, right? I'm guessing that based on some of those common "look inside the characters face" bugs from games like Assassins Creed Unity. I wonder if Twilight Princess used a similar 2d style approach to characters teeth, or if the mouth was handled some other way.
@clockworkzen
@clockworkzen 9 жыл бұрын
As a hobbyist game dev, THANK YOU! Even if there are better ways to do things now, it's awesome to see how things were done before. Liked, commented, subscribed. I love the premise of this channel.
@ClassicGameJunkie
@ClassicGameJunkie 9 жыл бұрын
ClockworkZen Thanks buddy, that means a lot!
@MrAgility888
@MrAgility888 9 жыл бұрын
Love this series! Keep up the great work.
@TomboTime
@TomboTime 8 жыл бұрын
so the level we can all get from this is . . . . sometimes the simplest animation is the best and most effective.
@Zenvizigaming
@Zenvizigaming 9 жыл бұрын
This is awesome man! Great work!
@VarietyGamerChannel
@VarietyGamerChannel 9 жыл бұрын
Great channel CGJ. A treasure trove of topics for this series can be had from the old RARE developer days. Those guys pulled off some amazing feats on the snes/n64. By all accounts the real time dynamic lighting in Donkey Kong 64 and everything about Conker's Bad Fur day should not have happened. Pure coding sorcery.
@WhimsyHeath
@WhimsyHeath 7 жыл бұрын
here's one that's interesting, in the legend of zelda the minish cap, there are the picori, who (it's a sprite based game) move their heads to follow link around the screen while not moving the body? how did they make the sprites follow objects? Masaeanela is a let'splayer who pointed that detail out in the 2nd episode of her series on it, which made me wonder about it. in fact, how do they make heads track an object in any medium? Also, how do they make a sprite for an object change depending on what it is doing? and how do developers attach hitboxes and hurtboxes to sprites? sorry, I have a lot of questions.
@SP8inc
@SP8inc 7 жыл бұрын
Well, about the hitbox, I think it depends on the engine. For example, in Game Maker, a 2d game engine, you can simply assign a hitbox to any given sprite, in different shapes.
@Hylandude
@Hylandude 9 жыл бұрын
I'm a student and i'm working towards being a game developer these videos are just amazing. Keep up the great work!
@ClassicGameJunkie
@ClassicGameJunkie 9 жыл бұрын
Hylandude123 That's great to hear, thanks!
@pikamario99
@pikamario99 7 жыл бұрын
dang... I'd never thought of this I've definitely got to try out this technique in future
@paulgabel8261
@paulgabel8261 8 жыл бұрын
As a game artist myself, this channel for me is like heaven! Plz keep these informative videos coming! I'm sharing this on Polycount!
@ClassicGameJunkie
@ClassicGameJunkie 8 жыл бұрын
+Blond Gabriel Glad you think so! I appreciate you sharing them too!
@paulgabel8261
@paulgabel8261 8 жыл бұрын
Hey no prob! If you're interested you can make a video on how they do fur on limited systems. Here's an example: /watch?v=taIuZAGOFTo
@JumpCutThoughts
@JumpCutThoughts 9 жыл бұрын
Spyro 1's expansive world, I know like roughly how they did it with the use of less detailed areas far off and then getting more detailed as you get closer, but I have no idea how an effect like that was achieved.
@ClassicGameJunkie
@ClassicGameJunkie 9 жыл бұрын
***** Mighty fine idea!
@dainobu10
@dainobu10 9 жыл бұрын
Pretty interesting, thanks for the info!
@arvelous
@arvelous 4 жыл бұрын
Thank you. That really helped with my art
@TheBanannaPanda
@TheBanannaPanda 9 жыл бұрын
Do a video on Splatoon's ink!
@pacukluka
@pacukluka 7 жыл бұрын
Please do this
@PandorasLuckbox
@PandorasLuckbox 9 жыл бұрын
Can you make a video on the non-euclidean spaces in antichamber or a similar game? Specifically how the geometry seamlessly changes depending on how you move and look.
@andreatucci6356
@andreatucci6356 9 жыл бұрын
Thanks for your videos! The channel is amazing. I would like to see more AI stuff. For example right now I was wondering if amiibo really have the ability to learn, or they just level up with some predefined skills.
@AlVivere
@AlVivere 9 жыл бұрын
How do they do mirrors in any game?
@OMGsicles
@OMGsicles 9 жыл бұрын
Google is your friend.
@ClassicGameJunkie
@ClassicGameJunkie 9 жыл бұрын
Liam Rudge Definitely something I'll consider in the near future, thanks for the suggestion!
@archiveofdeath
@archiveofdeath 9 жыл бұрын
ClassicGameJunkie Silent Hill 2 has a really good example of mirror tech.
@tveye363
@tveye363 9 жыл бұрын
ClassicGameJunkie Luigi's Mansion had awesome mirror reflections.
@EstebanGaeteFlores
@EstebanGaeteFlores 9 жыл бұрын
Liam Rudge I want to know!
@MilkerMurphy
@MilkerMurphy 9 жыл бұрын
Figured this is how it works. Pretty cool.
@jasonblalock4429
@jasonblalock4429 9 жыл бұрын
Really enjoying these. How about a piece involving Shadow of the Colossus? That was full of amazing stuff giving the PS2's hardware. Maybe how they did the fur, or maybe the moving collision detection while climbing?
@FluxSonic
@FluxSonic 9 жыл бұрын
You could do a seriously long video on the wizardry they achieved in Crash Bandicoot, for the people who haven't read the retrospective from the developers on it. Some ridiculous programming tricks in that game.
@gameboy967
@gameboy967 9 жыл бұрын
I love these Videos I sorta Wish they were longer but I understand if you cant
@smexyvigoro
@smexyvigoro 9 жыл бұрын
Liam Compton He releases them pretty often though.
@smexyvigoro
@smexyvigoro 9 жыл бұрын
I cant wait until you have 100,000 or more subs and i can brag about being your 22nd subscriber.
@ClassicGameJunkie
@ClassicGameJunkie 9 жыл бұрын
smexyvigoro Hehe, I can't even imagine going that far, but I appreciate the support :)
@SgtBaha
@SgtBaha 9 жыл бұрын
Yo ClassicGameJunkie, you sound like Michael Caine. I feel like I'm getting Zelda knowledge from Alfred Pennyworth. Great video too!
@imode256
@imode256 8 жыл бұрын
Fun fact: they used the same process for Ocarina of Time, except they didn't use layers, just mapped the eye texture flat onto the face of the character and swapped it out.
@1gnore_me.
@1gnore_me. 9 жыл бұрын
I've always wanted to know how Super Mario Galaxy achieved it's "alternate dimension" effect, for an example of it look at matter splatter galaxy from SMG1.
@princesspiranha
@princesspiranha 9 жыл бұрын
Ahhhh that's so cleverly done! :D
@MrTitmeister
@MrTitmeister 7 жыл бұрын
Brilliant !
@ScruffyTime
@ScruffyTime 9 жыл бұрын
You didn't really address how the specular shine/shadows on the eyeball are achieved, as the eye movement seems to happen underneath these effects.
@amac333
@amac333 8 жыл бұрын
Journey's cloth and sand would be cool to see.
@jewelvang8242
@jewelvang8242 8 жыл бұрын
I still don't understand how they made the eye move, like can you keyframe the texture? do you have multiple textures? I know you move the texture to make the eye move but how do you use it in game or animation?
@SuperShadow64
@SuperShadow64 7 жыл бұрын
Okay, I have a better handle on how they get the look of the eyes now. A bit more technical, though, how did they get Wind Waker Link's eyes to dynamically follow the action and look at important objects in his field of view? Head tracking in general is pretty difficult for me to conceptualize. I know that when done poorly you get an Exorcist effect, so how is that prevented? Just discovered this series via Extra Frames and I already love it to bits. Cheers uwu
@caliden2
@caliden2 9 жыл бұрын
I know someone did the research at some point, but I'd love to know how they did the huge quantities of grass in Wind Waker.
@TushantMirchandani
@TushantMirchandani 7 жыл бұрын
I bumped into this channel by sheer luck. How did I not find this channel before?!
@TheRobbebas
@TheRobbebas 9 жыл бұрын
Hey ClassicGameJunkie, I was wondering how Source games use skyboxes. In games like TF2 there are the stages with collision and then the enviroment around them, you can't access the enviroment without noclipping, noclipping into the enviroment causes it to go black, but theres a small spot around the map where the skybox is located in a much smaller form, if a player noclips there and another player on the collisioned area looks at the skybox the player who noclipped to the small section looks much more larger. How does this work? Thanks in advance.
@emubiartworks4255
@emubiartworks4255 7 жыл бұрын
could you guys make/ recommend video to me how to make this blinking frame by frame in 3ds max? I'm always having hard time to make "cartoon/anime" style eyes with smooth animation like this, or maybe give me some keywords.. btw thx video.. this is really educative for me
@alexshep
@alexshep 9 жыл бұрын
How do the seamless transitions between islands in Wind Waker work?
@JayTohab
@JayTohab 9 жыл бұрын
What about the eyes in Wind Waker? Is it the same basic idea? Just curious.
@acfan16
@acfan16 9 жыл бұрын
How do Chao (the virtual pets from the Sonic series) grow, evolve and interact with you?
@thepuzzlemaster64
@thepuzzlemaster64 9 жыл бұрын
How do they make 4:3 games 16:9 compatible?
@sgtvip3r26
@sgtvip3r26 8 жыл бұрын
can you do a hdtdt of how games can use your microphone (welcome to the game is an example) or psycho mantis's boss battle how they make the controller vibrate/read your memory card
@Roxfox
@Roxfox 7 жыл бұрын
This is a curious question if you think about it. Any game with a save function must be able to read the memory card for that to work, and any game that can trigger the controller rumble can, naturally, do so whenever it wishes. It's likely just a line of code that tells the console when to vibrate, with which motors and for how long. The only unusual thing is the unorthodox way they used these functions, to brilliant effect.
@0TanookiSuit0
@0TanookiSuit0 9 жыл бұрын
How did they make the fur on Fox/Krystal in Star Fox Adventures?
@MelodicDragon97
@MelodicDragon97 5 жыл бұрын
Is it the same for Skyward Sword? How do they do that?
@alexdarby2318
@alexdarby2318 7 жыл бұрын
Wow...
@KingCalumari
@KingCalumari 9 жыл бұрын
How do they make mirrors, any game that has working mirrors.
@ClassicGameJunkie
@ClassicGameJunkie 9 жыл бұрын
Twilight Yoshi This is an episode I plan to do in the near future, thanks for the suggestion!
@KingCalumari
@KingCalumari 9 жыл бұрын
ClassicGameJunkie Awesome!
@JetCaesar
@JetCaesar 9 жыл бұрын
How did Fez work? with the 3D feeling of a 2D game.
@HoneysteinBrothers
@HoneysteinBrothers 9 жыл бұрын
How was nintendo able to contain all of gold/silver(including Kanto) onto a 2mb cartridge?
@SaltySwede
@SaltySwede 9 жыл бұрын
0:50 - All I can think of is this: kzfaq.info/get/bejne/jJOWhdigsq_KoKs.html
@chadparks4830
@chadparks4830 9 жыл бұрын
What's the song at the beginning? (0:00)
@Zinx10
@Zinx10 9 жыл бұрын
***** It is Ocarina of Time's/Majora's Mask's Fairy Fountain.
@JetCaesar
@JetCaesar 9 жыл бұрын
Hair Physics next?
@gabboman92
@gabboman92 8 жыл бұрын
Criaturitas del señor? XDDD in this video sounds a song that a really famous spanish youtuber uses (elrubius)
@TisDeKenny
@TisDeKenny 9 жыл бұрын
How do RTS games such as Age of Empires and StarCraft calculate the hundreds of units their pathfinding?
@MilkerMurphy
@MilkerMurphy 9 жыл бұрын
Ken Field Algorithms.
@lukasnel4828
@lukasnel4828 8 жыл бұрын
+Ken Field Breadth First Graph Search to find paths between many startpoint and one endpoint based on the graph structure of the level.
@KOTEBANAROT
@KOTEBANAROT 5 жыл бұрын
How about MGS2 rain?
@donatboy
@donatboy 9 жыл бұрын
Remember me when you get 1000000 subs.
@mandatorial
@mandatorial 9 жыл бұрын
What about TWW's celshading?
@mandatorial
@mandatorial 9 жыл бұрын
And why don't more developers do it like this if it saves ressource power?
@ClassicGameJunkie
@ClassicGameJunkie 9 жыл бұрын
Mandatorial Cel shading is a huge topic to cover! But if it's possible, I may do so in the future. As for your other question, mostly because system resource is less of an issue these days, plus this way of doing things only really works for stylised characters, whereas a lot of games go for a more realistic look.
@burningphoneix
@burningphoneix 9 жыл бұрын
How does pathfinding AI work in Real time strategy games? As in, How do my units know how to navigate the terrain?
@JusticeJanitor
@JusticeJanitor 9 жыл бұрын
burningphoneix Look up path-finding algorithms. I think the one used the most in RTS games is the A Star algorithm. There's also the Dijkstra algorithm that computes the fastest possible path but it's stupidly calculation intensive. I think most video games use A Star since it's pretty good and isn't very intensive.
@EstebanGaeteFlores
@EstebanGaeteFlores 9 жыл бұрын
JusticeJanitor A* for the win
@burningphoneix
@burningphoneix 9 жыл бұрын
JusticeJanitor Thanks! I'll definitely check it out.
@YASPENA
@YASPENA 8 жыл бұрын
how about an episode on sweat? how does that work ? random-looking small textures ...err ..magic?
@brrian
@brrian 9 жыл бұрын
will you ever do modern games?
@ClassicGameJunkie
@ClassicGameJunkie 9 жыл бұрын
brian hello I would love to, but it's much more difficult to get information on modern games compared to older ones. The older a game gets, the easier it becomes to crack open!
@Haedox
@Haedox 9 жыл бұрын
So... do you only use your reddit account to post your videos to all the subs that they are relevant too...?
@ClassicGameJunkie
@ClassicGameJunkie 9 жыл бұрын
Haedox I take it you're talking about the Starlord account? Not mine, I posted a couple of times, but he/she seems to get there first most of the time.... not that I'm complaining!
@Haedox
@Haedox 9 жыл бұрын
ClassicGameJunkie Seems kind of odd that that account would only be posting your videos and doing nothing else.
@JBlizzyFan
@JBlizzyFan 9 жыл бұрын
Haedox mind your own business
@Haedox
@Haedox 9 жыл бұрын
JBlizzyFan Just wondering considering every sub I was... well... subbed to was flooded with the same post by the same guy who did nothing but post videos from this channel
@riklordrd
@riklordrd 9 жыл бұрын
How do mobile games look better than older console games with the same amount of memory?
@KrisJoshJones
@KrisJoshJones 9 жыл бұрын
BeatsByRik Technology evolves. Coding Tools become more powerful and File Compression becomes stronger.
@riklordrd
@riklordrd 9 жыл бұрын
***** I know but i'm kinda curious how it exactly happens
@VarietyGamerChannel
@VarietyGamerChannel 9 жыл бұрын
BeatsByRik If you mean file size: More powerful hardware that is able to work alongside more aggressive compression techniques in real time. Heavily compressed data can be inflated quickly in real time as it is required and loaded into RAM for execution. In the past this would have been too computationally intensive. So, more and better textures in less space that you can use more easily. Also many more gpu filtering and lighting effects.
@BungusThe3th
@BungusThe3th 9 жыл бұрын
I love the videos and the presentation is on point, but i think you need to work a little bit on your enthusiasm. Once again great vids just a little nit pick.
@cHaMp630
@cHaMp630 8 жыл бұрын
link your eyes are uh... nevermind
@pseudonym4893
@pseudonym4893 9 жыл бұрын
You said almost all characters in the game use this technique for their eyes; which ones don't?
@AtelierMcMuttonArt
@AtelierMcMuttonArt 9 жыл бұрын
Pseudo Nym If I had to guess, I'd say that there are a few characters that didn't need comprehensive looking and blinking, so they just used a single layer with both the eyelid and eyeball one the texture instead.
@ClassicGameJunkie
@ClassicGameJunkie 9 жыл бұрын
Pseudo Nym Mostly bosses, for instance I believe Golgohma has a different system.
@GhostieSFM
@GhostieSFM 5 жыл бұрын
This is literally so simple that I'm angery lel Been trying to figure this out
@simplyWishdream
@simplyWishdream 8 жыл бұрын
Curious, how do the Assassin's Creed Parkour System work?
@ClassicGameJunkie
@ClassicGameJunkie 8 жыл бұрын
+WishDevArea Whilst interesting for sure, that may be a little too big of an element to explain. It's a huge mashup of physics, animation, maths... you name it! Still who knows, maybe it can be boiled down a little, I'll certainly look into it.
@simplyWishdream
@simplyWishdream 8 жыл бұрын
Thanks, looking forward to it if you can. Even the simple explanation of triggers on certain objects if collided and interaction by using raycasting or how IK is used to how the movement transition works would help. Doesn't have to be completely the parkour system.
@Numbers112
@Numbers112 9 жыл бұрын
Nice vid. One small thing though, you often lip smack just before you start speaking, need to try stop or at least cut it from the audio in editing.
@MetsuryuVids
@MetsuryuVids 8 жыл бұрын
Why do they even make 3d eyeballs if 2d are that much better?
@ClassicGameJunkie
@ClassicGameJunkie 8 жыл бұрын
+Metsuryu It's really a matter of choice. I probably should have explained a little better in the video to be honest. In a game stylised like Twilight Princess, these eyes work great for the reasons in the video. For something more realistic like say The Last of Us, a more realistic human 3D eye makes more sense. As with most game design solutions, there's more than one right answer, and it's really a question of art direction and optimisation.
@krono5el
@krono5el 9 жыл бұрын
halo ce spent casings
@chumbucket66
@chumbucket66 9 жыл бұрын
I have a request. Can you say ... tangerine?
@DogsRNice
@DogsRNice 7 жыл бұрын
Many recent Mario games use the same system
@soyleo_san
@soyleo_san 8 жыл бұрын
hit pause and go to 1:12 ._. fucking nightmares xD
@RealPersistences
@RealPersistences 5 ай бұрын
I have the Wii version i still play and have never seen Wolf Link look like that 😭
@ferociousfeind8538
@ferociousfeind8538 7 жыл бұрын
0:53 "what the hell was in that sandwich"
@vandyckaldo
@vandyckaldo 7 жыл бұрын
0:33 Curious George?
@TheBolondron
@TheBolondron 9 жыл бұрын
So why don't all games do it like this? It sounds like it has all benefits and no downsides?
@Ederick1936
@Ederick1936 9 жыл бұрын
My initial guess is that it only really works within the context of the art style. Also some engines my not be optimised to alter the elements used for this method in the same way
@ClassicGameJunkie
@ClassicGameJunkie 9 жыл бұрын
***** I probably should have been clearer on this point. Basically it's a stylistic choice, for the art style TP went for these work great, because they do things traditional eyes can't do. For something like The Last Of Us as an example, they need much more subtle and realistic ways to rig and animate eyes.
@KieranGee
@KieranGee 9 жыл бұрын
Wouldn't Wind Waker be a better example of this?
@kelna2
@kelna2 9 жыл бұрын
Kieran Gee Wind waker doesn't use eyelids, at least not on link. But it uses the same technique of sliding UVs for the eyeball.
@KieranGee
@KieranGee 9 жыл бұрын
Fair enough, you mentioned 'emotive eyes' in the video and all I could think about was Wind Waker
@genkidama7385
@genkidama7385 7 жыл бұрын
i doubt nintendo would bless the reverse engineering on their products.
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