I started working on the fan art for princess garnet. Not the high definition model from the movies, but from the in game character. I was wondering what texture size I should use for the model. 512x512? or maybe even 256x256. I do not know what texture sizes the playstation might be using.
Princess Garnet from final fantasy 9 on playstation one.
I think PS1 mostly used 256x256.
Some good info here: https://polycount.com/discussion/226167/retro-3d-art-faq-everything-you-need-to-know-to-create-ps1-n64-dreamcast-etc-3d-art
PS1 had 256x256 max texture size, but 128x128 or smaller was more common.
Colours were also generally 8 or 4 bit paletted, but 16bit (not sure if RGB555 or RGB565) was possible but used too much memory to be common.
Here is a princess garnet I made. Not exact replica I know.
I used 512x512 texture size for it.
I wanted to see how it would look in godot, with unshaded and toon shader.
- Edited
It's a great start, but the proportions are pretty far off. The crotch looks really large, the boots should be a little higher and thicker than the legs, the calves and thighs need more shape, she has shoulder pads (but the arms and hands are about right), the head should be larger, forehead should take up more space (move the eyes, nose, mouth area down a little bit), hair needs to be more 3D in the front and cover part of her face and one of her eyes, and the breasts look too large on the side (they are about the right size, but should be moving forward, not side to side). But the general geometry looks there, you just have to tweak it a bit.
cybereality yup ,3D is all about proportions.
@newmodels i would advise to use a ref image plane when blocking out your character
I will try to fix it. It was hard making the head using the limited number of vertices they used. I think it might be incorrect.