• MarioBrothBlog Profile Picture

    Supper Mario Broth @MarioBrothBlog

    3 years ago

    Despite looking much more detailed, the model for the coins in Super Mario Odyssey is actually 65% simpler than the one used in Super Mario Galaxy, due to taking advantage of modern rendering techniques. Details in image.

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  • MarioBrothBlog Profile Picture

    Supper Mario Broth @MarioBrothBlog

    3 years ago

    While the technical details of the rendering are common knowledge among gaming/computer graphics enthusiasts, I hope that the unexpected conclusion that the coin models actually became simpler over time is interesting enough to warrant the post!

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  • Cukkucake Profile Picture

    Cukku🆖 @Cukkucake

    3 years ago

    @MarioBrothBlog I swear Nintendo has some sort of black magic when it comes to stuff like this. I remember when screenshots of Smash Wii U were just releasing I couldn’t believe how good the plush texture looked on Greninja’s substitute

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  • big_kwii Profile Picture

    big_kwii @big_kwii

    3 years ago

    @MarioBrothBlog what normal mapping does to a mf

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  • AndreSegers Profile Picture

    André @AndreSegers

    3 years ago

    @MarioBrothBlog That's neat! Reminds me of Master Chief's Halo 2 model also using fewer polygons than in Halo 1

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  • Xploshi Profile Picture

    Xploshi @Xploshi

    3 years ago

    @MarioBrothBlog Are there any other notable examples of models in Mario Odyssey which are much more efficient than older ones

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  • raehik Profile Picture

    Ben Orchard @raehik

    3 years ago

    @MarioBrothBlog The only problem with normal mapping is the name because it's way cooler than it sounds

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  • Oshamoff Profile Picture

    Bondforged Osha 🏳️‍⚧️ @osha.bsky.social @Oshamoff

    3 years ago

    @MarioBrothBlog Normal mapping is honestly such a cool thing.

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  • s_c_r_u_b_y Profile Picture

    Scruby @s_c_r_u_b_y

    3 years ago

    @MarioBrothBlog

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  • caldercoalson Profile Picture

    Calder Coalson @caldercoalson

    3 years ago

    @MarioBrothBlog Neat!

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  • coopernicus01 Profile Picture

    Coop🚨 @coopernicus01

    3 years ago

    @MarioBrothBlog 65% you say?

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  • ThisIsRealFish Profile Picture

    Fish @ThisIsRealFish

    3 years ago

    @MarioBrothBlog However, neither are as detailed as Banban, who uses over 10,000 triangles.

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  • ottomoth Profile Picture

    Ottomoth @ottomoth

    3 years ago

    @MarioBrothBlog Bump mapping has got to be the greatest cheat in all of 3D graphic history and implementing them into video games. They really make things POP to life. I love using them in my renders

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  • miraclewillow1 Profile Picture

    melody☁️🦋ᓚᘏᗢ @miraclewillow1

    3 years ago

    @MarioBrothBlog If people think this is cool, Pikmin 3 also shows a mastery of normal textures and such Also question for modelers, why are the edges triangles instead of full squares?

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  • PianoManHarris Profile Picture

    Hayden @PianoManHarris

    3 years ago

    @MarioBrothBlog This is so refreshing to see after the 17 trillion tri poptart

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  • Melodica_Dude Profile Picture

    Melodica Dude™ 🎣 @Melodica_Dude

    3 years ago

    @MarioBrothBlog It's all normal mapping?

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  • Hentastic01 Profile Picture

    Hen @Hentastic01

    3 years ago

    @MarioBrothBlog Cool, but is that a 1 in the center of the coin or just an indent? It's bothered me for years.

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  • TheWillyboo Profile Picture

    The Willy Who Sold the World 🌎 @TheWillyboo

    3 years ago

    @MarioBrothBlog Clown question: are multiple raster maps cheaper than multiple triangles still? At what point does it lean in the other direction where having a more detailed model is more efficient?

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  • YogoVFX Profile Picture

    Moved to Bsky (Yogo 💥) @YogoVFX

    3 years ago

    @MarioBrothBlog

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  • eduardo_fox20 Profile Picture

    Eduardo Salinas @eduardo_fox20

    3 years ago

    @MarioBrothBlog So, in other words, the coins in Mario Odyssey are being rendered in a more efficient way than in Mario Galaxy. That has its advantages: less polygons to render, the less work the CPU (or Graphics Card, I'm not sure) will have to do. So, it will be easier to keep a steady FPS

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  • TheRyusui Profile Picture

    Ryusui (@[email protected]) @TheRyusui

    3 years ago

    @MarioBrothBlog normal mapping always feels like black magic i stg i love the cobblestones in Revenant's Toll in FFXIV, the whole ground is a flat surface but from any top-down perspective it looks DETAILED, it looks TEXTURED~

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  • RainingLamppost Profile Picture

    RainingLamppost @RainingLamppost

    3 years ago

    @MarioBrothBlog That's insane, did Nintendo not realise Normals and Spec maps could do that until recently...? Very interesting! 👏

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  • CaretVEVO Profile Picture

    Caret Struggle no Context Tweets Taking L Down Bad @CaretVEVO

    3 years ago

    @MarioBrothBlog Normal maps have existed since GameCube. You'd think Nintendo would use them for a common collectable.

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  • Cockroach_Jones Profile Picture

    Cockroach Jones | CEO OF BAKING @Cockroach_Jones

    3 years ago

    @MarioBrothBlog

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  • TriplePronged Profile Picture

    Palta T. @TriplePronged

    3 years ago

    @MarioBrothBlog It’s like the coins are “minted” using less material, so as to make them easier to protrude! I like that!

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  • EmApexUK Profile Picture

    @ema.stupidcat.uk 🦋 @EmApexUK

    3 years ago

    @MarioBrothBlog I feel like calling this a "modern" rendering technique is a tad misleading given normals have been in use for 20 years, this same technique was possible during SMG's development as well (not 100% sure about the roughness map but that's less relevant)

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  • AgentCucco Profile Picture

    Johanna | Cuccommissions are Open! @AgentCucco

    3 years ago

    @MarioBrothBlog Man, textures and maps are one of the things that I will literally just never be able to comprehend, I may love coding, but this is just straight up wizardry to me.

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  • SirCalalot Profile Picture

    Callum Roberts @SirCalalot

    3 years ago

    @MarioBrothBlog It’s probably worth noting that the Wii was actually very good at pushing triangles - one of the advantages of its architecture. Plus as there wasn’t any hardware support for what you’d call pixel shaders, it was actually quite efficient to build details out of polygons instead

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  • MegaSpeedRed Profile Picture

    ☆Red☆ @MegaSpeedRed

    3 years ago

    @MarioBrothBlog So this is one of the nintendo's optimization spells..

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  • StealthyReptile Profile Picture

    🐍SecretReptoid🌱 @StealthyReptile

    3 years ago

    @MarioBrothBlog @Nervatel Learning what normal maps were ruined me for a while cause I started recognising them and actually noticing that the mesh wasn’t deformed at all, it was just a flat surface with light tricks.

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  • GradingBird Profile Picture

    Grading Tweet Accounts @GradingBird

    3 years ago

    @MarioBrothBlog

    GradingBird Profile Picture

    Grading Tweet Accounts @GradingBird

    3 years ago

    @MarioBrothBlog

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  • PacApproved Profile Picture

    Pac Approved (RE PAC 2 HYPE)🍉 @PacApproved

    3 years ago

    @MarioBrothBlog How in the fu.....

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  • rosarosalina64 Profile Picture

    Rosalina from Super Mario Galaxy @rosarosalina64

    3 years ago

    @MarioBrothBlog Never knew. I thought Odyssey's coins were just high quality models like Galaxy. Interesting

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  • sh_mallows Profile Picture

    Coolest Monkey In The Jungle 🐒 @sh_mallows

    3 years ago

    @MarioBrothBlog There’s no way normal and roughness maps didn’t exist when Galaxy came out?? Why was Nintendo not using normal maps back then?????!

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  • realkaybeeguy Profile Picture

    Kaybee 🔜PAX AUS 2025 @realkaybeeguy

    3 years ago

    @MarioBrothBlog So the detail comes from just the lighting itself? Honestly, that's pretty cool

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  • FotiaKouneli Profile Picture

    FireRabbit @FotiaKouneli

    3 years ago

    @MarioBrothBlog god I fucking love video games

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  • JesterTheWolfSF Profile Picture

    Jester The Wolf @JesterTheWolfSF

    3 years ago

    @MarioBrothBlog are the lines polygons?

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