Mario (64 / Metal)
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Asset Info favorite | |
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Name | Mario (64 / Metal) |
Category | Nintendo Switch |
Game | Super Mario Odyssey |
Section | Playable Characters |
Submitted | February 3, 2018 |
Uploaded By | Random Talking Bush |
Additional Credits | SciresM |
Size |
960.14 KB (29 items) arrow_right
|
Format | ZIP (application/zip) |
Hits | 77,934 |
Comments (50)
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YAYAYAYAYAYAYAYAYAYAYAYAYAHOO

Wahohohohohohohohohohohohohohohohoo *BANG*!

@MaxiGamer No, they did not use vertex animation. If they did, they would not have split his body into pieces. Vertex animation means manipulating the actual model's vertices to create animation, which is more expressive and less restricting.

*Insert BLG Yahoo Here*

@Doggo You know when the GBA Donkey Kong Country ports were made, they had to re-rip the sprites because they no longer had the assets for the originals.

why would they use a model from this site lmao

@NicoDev As has already been said, it's likely due to the lack of symmetry of the original.

Why didn't they just use the model from this site or rip it from their own game?

@NARbluebird_YT The name speaks for itself pretty much.


\/ What is an A Pose?

This is different due to coloring, 1 model instead of 6 and Mario doing a T pose instead of an A pose

I'm more concerned with the people talking about a high-poly version of SM64 Mario, is that not what Melee had? Or is it not high-poly "enough?"

Tbh all yall talkin bout poly counts n stuff and I'm just over here like THANK U NINTENDO MY LIFE IS COMPLETE!!

Jeez, and I thought genwunners were the worst it got when it came to being nitpicky and complainy
I don't know much about N64 models, but I'm almost certain Nintendy would've made the original N64 model symmetrical back in the day if it weren't for the polygon limits; heck, even symmetricizing(?) it for Odyssey increased the polygon count by almost exactly 26%
I don't know much about N64 models, but I'm almost certain Nintendy would've made the original N64 model symmetrical back in the day if it weren't for the polygon limits; heck, even symmetricizing(?) it for Odyssey increased the polygon count by almost exactly 26%

Are people really picking this model apart...? Like yeah ok, SM64 was my first game, it's special to me, but we're talking a 20+ year old game. Of course i can sense something's different about the Ody SM64 model, but it's nothing major (and i have OCD). Ody is from late-2017, versus SM64 from mid-1996....
A lot of what MaxiGamer said really makes sense. Having a model not paired up with a rig/skeleton is really painful. And symmetry is good, else you can get a random vertex poking out on one side or something and it looks SUPER DUPER annoying.
But the quick comparison RTB made on Twitter is pretty cool.
A lot of what MaxiGamer said really makes sense. Having a model not paired up with a rig/skeleton is really painful. And symmetry is good, else you can get a random vertex poking out on one side or something and it looks SUPER DUPER annoying.
But the quick comparison RTB made on Twitter is pretty cool.

"reeeee muh nostalgia" Bruh just shut up and be glad they put this in the game at all. Shit like this is barely done by Nintendo nowadays.

Could this be imported into SM64?

@Mario544445 No. They are not the same. Look at the the N64 Mario from that era and it has it's differences. If you don't see them, then that's your problem.

@SiliconGraphicsFan if you want to see a high poly Mario 64 model then look at the Mario Odyssey Model

It would have been better if they tried to recreate N64 Mario in High-poly rather than this. I understand they did this to pay homage to Mario 64, but a high-poly one would be way better.
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