Anon10/13/25, 23:00No.1020098
Here:
https://youtu.be/9ZYQ4FktZ5MUseful comment below video:
>I was working as a character modeler during the PS2 era and I remember creating assets with these kinds of polycount and texture size limitations. There were definitely other limits at that time which aren't really relevant anymore if you're just going for the look of the PS2 game assets(like low influence bone count per vert when skinning/weightpainting) .>I know you started from a base mesh for the character, but if you ever wanted to create something from scratch(like a creature or a human), you can use a modeling technique that we often used at the time called "cylindrical modeling". It's a variation of the box-modeling style but it allows you to really control and manage polybudgets. Because you can determine overall polycount by either using 8-sided, 6-sided, or even 5-sided cylinders(lowest you can go while still maintaining a "cylindrical" shape with gouraud shading before you get to box shapes). You shape out the body, arms, legs, tail, whatever, as separate cylinders before you start cutting into them and joining them together.