More than anything, I'm impressed by the fact that they modeled the little glimpse of the Cascade Kingdom that you see in Cap Kingdom. I always just kind of assumed it was a 2D texture.
Flat earthers already believe the moon and sun are flat too.... Other planets though, they're round because they have been observed to be so and yet somehow the earth, moon and sun, against all logic and reasoning, are still somehow flat...smh They also like to try and explain gravity by "thinking in terms of pressure and buoyancy" and the dumdums refuse to acknowledge that gravity is required for atmospheric pressure and buoyant forces to even be a thing 🤣 They're dedicated to their bs I'll give um that.
11:48 Hypothesis the use of the hexagon: this is highly speculative, but maybe it is an entity containing things like world settings. And probably just forgotten the mesh is in the release build still rendered. 13:02 Hypothesis why the shell is a different object: Saving skinning time/resources. This way you know with full certainty the shell will not be deformed and the vertices only have to be multiplied with the MPV matrix in the vertex shader.
@@Kaitri If you would like to understand the 25% here is an attempt: If you played games (especially older ones) or watch this channel, you may know that many games are made out of tons of triangles. To make a single triangle you will need three points. In games we call them vertices (a single one is called a vertex) as they most often contain more data then just a position, such as how the textures align inside the triangle (but that is a bit out of scope for now). If you have a 3d model the vertices have a fixed 3d position. Now we have a bit of a problem, your screen is 2d, and most objects and characters are moving. When a character plays animations and moves its arm, it is usually done using a term called rigging. In this process a skeleton has been made, and each bone can be moved and so do the vertices. The process of defining how much a vertex moves with a given bone is called skinning. After the animation manipulations are complete the vertices have to be moved to the correct position and orientation. To do this most often a matrix is used. This is a collection of numbers who can (among other things) transform positions from one space to another. So if I hold a sword I can calculate its world position from the local position to my hand by using a matrix. The term MVP is a matrix originated from multiplying three other matrices Model View Projection. The Model matrix moves the vertex to the correct world position. The View matrix moves the world position to a position relative to the camera. And the projection matrix converts the relative camera position to the screen position. Most often these calculations are done on the GPU, a program for the GPU we call shaders. And here you go, this is how most rendering is done. I notice it is quite dense and a bit hard to read, but questions are welcome.
as a 3d modeller, i believe the 2 different versions of the low-poly new donkers is the result of the devs using some sort of tool that essentially halves the polys of a selected model, my guess is they tried this on a regular new donker and got that odd result with the missing eyes etc (which is common for the poly-halving tool and isn't recommended) so they decided to just make a new low-poly model from scratch (which is the common, better method), but ended up importing both of these models into the game for some reason
I appreciate that you do this. You wait until you’re confident you have the tools to make a video the best it can be, rather than immediately try to pump out a mediocre video while the game is still hot.
Before I even begin watching my favorite RU-vid channel doing my favorite game... I just want to say how grateful I am to Shesez, Shigeru Miyamoto, and life itself for this opportunity. On with the show!
"[...] the hat on this plush is a separated object from the actual plush. So if you were to remove the hat you could technically see a full head of hair." Geezzzzzzzzzz this young man makes comments of a plush as the same way he speaks of the 3D models on his videos. As if we couldn't love you more Shesez lmao
We've come so far as to even get to Mario here, I remember how simplified this used to be, it's crazy. And thanks to CodenameGamma who I still think reigns supreme for camera
16:44 Using a glitch with assist mode and a letter, you can actually use a bubble to go all the way to the auditorium, and actually see yourself traveling there when getting bubbled back, for more information, Smallant’s got you covered
I remember asking for this video all the way back in a livestream in 2017 before this game released and its finally here! I can't believe it's been this long already, thank you for making this awesome video!
I can't believe it's been so long since Mario Odyssey came out, it's still as fun, and charming to play it today, I'm completely in love with it still! Thanks for making this video, it's great!
I love how the developers were like they're never gonna be able to see the entire globe if we make it like that, but just in case they do we don't wanna make them think we think the earth is flat
maybe the circle in the water under peaches castle was when the might of made the decision to keep the loading zone of peaches castle always open but scrapped it and accidentally left the circle there
There it is! Been looking forward to this ever since you brought up the possibility of maybe someday making a BB for this game, this didn't disappoint!!
4:20 It does not actually show every frame of the eyelids. If you look at the actual model files you can see there are two meshes. One is for the eyelids which can be controlled by bones in the Armature, and one is the mesh for the closed eyelids
So many things in this video I’ve always wanted to see up close! Such as the flying Sphynx and the sneak peak of the Cascade Kingdom and more! Thanks Shesez
I have an game that would give a lot of off camera secrets, Mafia 1, there are lot of cinematics where you could show what happens from other point of view and explore Salieri's bar during cutscenes, then part when you win race and people celebrate at racing track etc. Im sure lot of people would like to see it, nobody has done it yet.
Why did they go SO HARD on that dragon? Lmao it’s honestly the funniest thing to me. I just imagine the design team were all throwing out boss ideas and then there was just Justin in the corner listening to Slipknot.
Just played the game last week! What a coincidence 😁 Did you guys notice that in New Donk City the people that are farther away from you/the camera kinda look like 2D textures or at least models with very low fps count and the closer you get to them, the better they look and move? 😆
17:02 finally confirmation on my own theorie! I already thougt this out.... So basically, when you warp to a checkpoint flag or the odyssey, cappy will always fly in that direction if you start the warp. When I warped out of the concert hall however, instead of copy Flying to the entrance he always flew to the right 😂
I just wanted to say, if you go out of bounds in the seaside kingdom and go to the Odyssey ship, you can see the bottom of the ship, and it is actually rendered (I am not sure if rendered is the right word).
With the many eye lids on tposed models and with the bird that talks with a unhinged jaw, those are what we call Blend shapes. Pretty while rigging the model, you copy it, move it to the side, and then deform it in some way, like giving it a smile, making it start to blind, things like that, and after you're done, you bake the information into the model, and then delete the blendshapes, seems like these tposes can have all blend shapes on. To note, blend shapes isn't always used for face animations, like seems like for character mouths they do something different.
What about the Metro Kingdom Mystery Polygon Man who jumps up and down while stareing at nothing and vanishes when ever Mario or the camera get any where near him?
Fun fact: the koopa in the lost kingdom can be seen in a t pose in game normally. Just go into snapshot mode when you arrive and turn the camera around