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- MarioWiki
- Mario
Hey, I thought I should just make a thread as a response to a good video analysis of Mario's models throughout history, though I think the video misses out on some key points including textures and also misses out on some models. Also, the models in the video aren't consistently triangulated, so we see quads and even n-gons (faces with more than four vertices) on those models. I'm going to show my own thoughts and opinions and they'll probably mirror the video at points but I'd rather this be standalone. I probably won't include every single model, but mainly the ones I like and/or think are important. I'll also provide pictures of models myself. Most of the models will probably come from models resource and the modeling program used is Maya 2014 or 3DS Max 2010.
You can comment if you want, but I hope this thread is interesting and I hope I don't bore anyone too much with modeling jargon. If you have the urge to upload the renders to the wiki, feel free to do so. Just make sure you provide the source correctly.
It would be nice if I were to look at other characters too, but right now, I'm focused on Mario, and this is really a spur-of-the-moment thing. I may or may not run out of steam half-way through so please bear with me.
Super Mario 64
Rendered with 3DS Max 2010. The image of Mario with both textures and mesh makeup (the one facing diagonally) is rendered with flat lighting since, for some reason, removing the tiling, which is necessary for the eyes and hat insignia to display correctly, changes the lighting of the polygons that have disabled tiling. The first two images, renders of Mario, removes that problem, but I like to show the wireframe for illustrative purposes.
Mesh
Tris: 752
This is the most familiar old Mario model. According to 3DS Max, there are 838 faces, hair included. Without the hair, there are around 752 triangles. This is exceptionally low-poly for today's standards (in ZBrush for instance, a program for sculpting and creating intricate details on models like cloth and wrinkles in the skin, it's normal for models to exceed one million polys, how far we've come), but how does it measure up to contemporary N64 models? I guess we'll find out later. What's shown here is not a clean mesh, likely the result of triangulation so games can render the models properly. The ripped mesh doesn't appear to be perfectly symmetrical. Even if you adjust the imported model to be more in the center line, the feet, particularly the left foot, appears to be still a little out of line and not even aligned with the ground plane. I don't know if it's an error with ripping the model or if the model is always like this.
The model is imposed of very simplistic shapes, almost resembling primitives (the first models you make in a modeling program; simple spheres and cubes/rectangular prisms and other shapes). Joints simply don't exist probably due to rigging limitations at the time. To emulate joint bending, the model is broken into segments, like pieces of armor or insects with their stiff exoskeletons. Mario's hat slants sharply downward, leaving little room for the skull and hair and probably magically compressing them. Compare this to later models, where the hat is more horizontal and the space between the hat and the hair is more consistent (but not perfect). The hair looks like mush, and compared to the artwork, there are only two nubs compared to four nubs in the back of the hair.
Textures
The textures are 32 by 32 px (pixels) and have no shading whatsoever, making these extremely simplistic and tiny. Also, I believe some models don't have a texture applied to them per se. When I imported this in 3DS Max, there are color values assigned to some meshes rather than png textures. Notice that there are no plain white glove textures; this is because, from the model rip, the gloves have a color value, no mesh. Other simply colored, such as the hat, overalls, hair, and skin color also appear to have color values rather than use color information from a texture.
Mario also does not have sophisticated eye movement. Eye movement is replicated through additional textures of eyes looking up, down, left, and right. Additionally, both eyes are drawn here. Most models in the future generally draw one eye. Finally, the eyebrows are relatively tiny and pencil thin compared to the artwork of the day and later Mario models.
Bones
Unfortunately, the model downloaded from the Models Resource is in .obj format. This means there are no bones and so I can't say how this model is animated nor do I know where the bones are placed or how many bones are there. I'm pretty sure the bone structure is very simplistic though, like everything about this model.
Super Mario 64 - Mario's Head
Rendered with 3DS Max 2010. Everything seemed to turn out okay, so no need to adjust the texture settings or anything. Don't worry about the flatness of the hat at the top; it's supposed to be like that. The mesh seems to be composed of combined polygons compared to the previous model (note the wireframe color).
Mesh
Tris: 1,213
The infamous Mario head at the title screen of Super Mario 64 that would greet unsuspecting players to the horrors of this head (all while hackers commit unspeakable horrors of themselves to this poor head). This model is high-poly at its time and the face animation is complex. The face, unsurprisingly, resembles the artwork of this game, where Mario's eyebrows and hair details are more accurate to the artwork. This face, however, still have aspects of the familiar low-poly Mario: the outer nubs of Mario's hair are much bigger than the inner ones and thus they resemble the two nubs on the low-poly Mario. The hat is also compressing the back of Mario's head again, with its downward slant; if you were to outline Mario's skull, it would fall outside of the hat.
The iris are their own polygons so they can replicate the movement of the eyes (not very realistically, but I digress). The teeth are not their own polygon; they seem to be just a colored area that would've been Mario's upperlip. The eye sockets appear to be pretty deep, but I think it's to help with the blinking to properly cover the eyes, but makes the model look strange from a side view. Otherwise, I like the detail in this model for its time. Mario's face here has a defined chin, lip, and ears, features that are otherwise virtually nonexistent in the simple N64 models. Despite its age, I think it looks pretty fine and I consider it an achievement in 3D video game modeling.
Textures
There is not much to say. The textures are mono-colored 32 x 32 squares. It makes me wonder if they're actually textures or colored meshes like in the previous model (with the 32 x 32 textures being created with the same color values as the mesh color so the model is easier to use in other programs), OR the colored meshes in the previous model are a modification the ripper has done to make the model easier to use in certain programs such as 3DS Max. Maya 2014 didn't display the textures in the low poly SM64 model correctly for me.
Bones
I don't have the bones for this model either, but if there were bones, they may have been used as tug points, as players could tug several parts of Mario's face. There may have been bones for eye movement as well, given that the irises are separate polygons, which won't be the case in later models.
You can comment if you want, but I hope this thread is interesting and I hope I don't bore anyone too much with modeling jargon. If you have the urge to upload the renders to the wiki, feel free to do so. Just make sure you provide the source correctly.
It would be nice if I were to look at other characters too, but right now, I'm focused on Mario, and this is really a spur-of-the-moment thing. I may or may not run out of steam half-way through so please bear with me.
Super Mario 64
Rendered with 3DS Max 2010. The image of Mario with both textures and mesh makeup (the one facing diagonally) is rendered with flat lighting since, for some reason, removing the tiling, which is necessary for the eyes and hat insignia to display correctly, changes the lighting of the polygons that have disabled tiling. The first two images, renders of Mario, removes that problem, but I like to show the wireframe for illustrative purposes.
Mesh
Tris: 752
This is the most familiar old Mario model. According to 3DS Max, there are 838 faces, hair included. Without the hair, there are around 752 triangles. This is exceptionally low-poly for today's standards (in ZBrush for instance, a program for sculpting and creating intricate details on models like cloth and wrinkles in the skin, it's normal for models to exceed one million polys, how far we've come), but how does it measure up to contemporary N64 models? I guess we'll find out later. What's shown here is not a clean mesh, likely the result of triangulation so games can render the models properly. The ripped mesh doesn't appear to be perfectly symmetrical. Even if you adjust the imported model to be more in the center line, the feet, particularly the left foot, appears to be still a little out of line and not even aligned with the ground plane. I don't know if it's an error with ripping the model or if the model is always like this.
The model is imposed of very simplistic shapes, almost resembling primitives (the first models you make in a modeling program; simple spheres and cubes/rectangular prisms and other shapes). Joints simply don't exist probably due to rigging limitations at the time. To emulate joint bending, the model is broken into segments, like pieces of armor or insects with their stiff exoskeletons. Mario's hat slants sharply downward, leaving little room for the skull and hair and probably magically compressing them. Compare this to later models, where the hat is more horizontal and the space between the hat and the hair is more consistent (but not perfect). The hair looks like mush, and compared to the artwork, there are only two nubs compared to four nubs in the back of the hair.
Textures
The textures are 32 by 32 px (pixels) and have no shading whatsoever, making these extremely simplistic and tiny. Also, I believe some models don't have a texture applied to them per se. When I imported this in 3DS Max, there are color values assigned to some meshes rather than png textures. Notice that there are no plain white glove textures; this is because, from the model rip, the gloves have a color value, no mesh. Other simply colored, such as the hat, overalls, hair, and skin color also appear to have color values rather than use color information from a texture.
Mario also does not have sophisticated eye movement. Eye movement is replicated through additional textures of eyes looking up, down, left, and right. Additionally, both eyes are drawn here. Most models in the future generally draw one eye. Finally, the eyebrows are relatively tiny and pencil thin compared to the artwork of the day and later Mario models.
Bones
Unfortunately, the model downloaded from the Models Resource is in .obj format. This means there are no bones and so I can't say how this model is animated nor do I know where the bones are placed or how many bones are there. I'm pretty sure the bone structure is very simplistic though, like everything about this model.
Super Mario 64 - Mario's Head
Rendered with 3DS Max 2010. Everything seemed to turn out okay, so no need to adjust the texture settings or anything. Don't worry about the flatness of the hat at the top; it's supposed to be like that. The mesh seems to be composed of combined polygons compared to the previous model (note the wireframe color).
Mesh
Tris: 1,213
The infamous Mario head at the title screen of Super Mario 64 that would greet unsuspecting players to the horrors of this head (all while hackers commit unspeakable horrors of themselves to this poor head). This model is high-poly at its time and the face animation is complex. The face, unsurprisingly, resembles the artwork of this game, where Mario's eyebrows and hair details are more accurate to the artwork. This face, however, still have aspects of the familiar low-poly Mario: the outer nubs of Mario's hair are much bigger than the inner ones and thus they resemble the two nubs on the low-poly Mario. The hat is also compressing the back of Mario's head again, with its downward slant; if you were to outline Mario's skull, it would fall outside of the hat.
The iris are their own polygons so they can replicate the movement of the eyes (not very realistically, but I digress). The teeth are not their own polygon; they seem to be just a colored area that would've been Mario's upperlip. The eye sockets appear to be pretty deep, but I think it's to help with the blinking to properly cover the eyes, but makes the model look strange from a side view. Otherwise, I like the detail in this model for its time. Mario's face here has a defined chin, lip, and ears, features that are otherwise virtually nonexistent in the simple N64 models. Despite its age, I think it looks pretty fine and I consider it an achievement in 3D video game modeling.
Textures
There is not much to say. The textures are mono-colored 32 x 32 squares. It makes me wonder if they're actually textures or colored meshes like in the previous model (with the 32 x 32 textures being created with the same color values as the mesh color so the model is easier to use in other programs), OR the colored meshes in the previous model are a modification the ripper has done to make the model easier to use in certain programs such as 3DS Max. Maya 2014 didn't display the textures in the low poly SM64 model correctly for me.
Bones
I don't have the bones for this model either, but if there were bones, they may have been used as tug points, as players could tug several parts of Mario's face. There may have been bones for eye movement as well, given that the irises are separate polygons, which won't be the case in later models.