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Hi im Iny
Colombia
Приєднався 25 чер 2018
Hi!!!
I'm a 3D and 2D artist.
I make animations, tutorials, and some other stuff that you can be in the look for.
also hey i have a patreon so like, u knoe
(:
I'm a 3D and 2D artist.
I make animations, tutorials, and some other stuff that you can be in the look for.
also hey i have a patreon so like, u knoe
(:
retro animations made on a 2004 laptop
some animations i made in old blender a while ago, mostly just tests, this was done on old blender's internal renderer.
patreon: www.patreon.com/hiiminy
music on the background by: ua-cam.com/channels/Vy21-aVISlwQFxrciDAeOA.html
song on the lip sync section: ua-cam.com/video/uTWblzyAiZo/v-deo.html
thanks for watching :)
patreon: www.patreon.com/hiiminy
music on the background by: ua-cam.com/channels/Vy21-aVISlwQFxrciDAeOA.html
song on the lip sync section: ua-cam.com/video/uTWblzyAiZo/v-deo.html
thanks for watching :)
Переглядів: 1 258
Відео
how to make a really good sandwich
Переглядів 4162 роки тому
my tumblr: www.tumblr.com/blog/inymakescomics (mostly just memes I reblog) patreon: www.patreon.com/hiiminy music: ua-cam.com/channels/Vy21-aVISlwQFxrciDAeOA.htmlfeatured
little birdie on the window/ cyelatm animated
Переглядів 4292 роки тому
hey y'all, this is kinda of just like, a test? a pilot? something like that, I wanna animate more "close your eyes and look at the mountains" comic animations, but like, you know, we'll see, also, of course, future videos I make will have English audio, this one didnt because of reasons, but oh well. also, sorry for not posting in 8 months, oops, that happens. original comic: cyelatm-archive.tu...
give me your voice, not asking, bout to take it
Переглядів 5003 роки тому
my tumblr so u can DM me: inymakescomics.tumblr.com/ song used in the video: ua-cam.com/video/vUc9_Ls-2ME/v-deo.html close your eyes and look at the mountains (the comic) :cyelatm.tumblr.com/ my patreon (: www.patreon.com/hiiminy
blender beginner tutorial: the basics
Переглядів 1,1 тис.3 роки тому
patreon: www.patreon.com/hiiminy tumblr: www.tumblr.com/blog/inymakescomics music created by flying squid: ua-cam.com/channels/Vy21-aVISlwQFxrciDAeOA.html
bad sleep night/ animation EP
Переглядів 4703 роки тому
beep beep boop epic retro! using blender like they did in the old times! also, if it wasnt clear by its quality (not that high) this was my first musical venture! so cool! if you're wonderin what programs i used blender for the animation paint for all texture work organayamaker2011 and pxtonecollage for the music and thats all folks! also please share this video, subscribe, like, and all that j...
how to create accurate ps1 and n64 styled graphics
Переглядів 103 тис.3 роки тому
flying squid: ua-cam.com/channels/Vy21-aVISlwQFxrciDAeOA.html nintendorak: ua-cam.com/channels/kWbaLp2cpz8ISGNmmUFc_A.html hylian modding: ua-cam.com/channels/08oQKNrOEAAXVg6FR_vv9A.html my patreon: www.patreon.com/hiiminy my tumblr: www.tumblr.com/blog/inymakescomics notes (important pls read) hey i know the subtitles are super honky wonky, if anyone knows how to do the thing where you upload ...
sonic ps1/sega saturn
Переглядів 3,5 тис.3 роки тому
wow sonic sega woa im sonic!!! on the ps1!!!! yeahhh!!! also yeah, i know that spring looks kinda really stanky, what can u really do about it
the room
Переглядів 5823 роки тому
this animation was made using a fairly low specs pc, afaik from 2009 and using a really outdated version of blender, pre 7.9 and all the textures were made on paint, it was painfull to do, but hey, i can at least make something with what i have at hand anyways miss ya, not talking with my friends has been kinda bad for me haha really hoping the friend group is still there by the time I come bac...
good hunting animation (music album by flying squid)
Переглядів 2833 роки тому
music by flying squid animation by iny squid's channel: ua-cam.com/channels/Vy21-aVISlwQFxrciDAeOA.html good hunting on band camp: flyingsquid.bandcamp.com/album/good-hunting good hunting on spotify: open.spotify.com/album/5QMO0p1YVTIfX33YYSGF1f?si=7yxXiQrEQP6vdG6Cr473ug pls go support squid good music mmmmm yes
small video update! (really small)/13+/ hi Im Iny
Переглядів 2133 роки тому
ok ok ok, next video is gonna be big i promise, dont worry ////////////////// music: ua-cam.com/video/0MXikvQl9XM/v-deo.html from the album "boing!" by flying squid ////////////////// the discord server! discord.gg/SPDJtRDEpZ
DVD(labcoats)
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please sub and share my channel is dying i had to reupload cause the audio was broken btw
hi im iny, welcome to my channel!/(13+)
Переглядів 9224 роки тому
HI! im iny, animator writter... i think so at least welcome to my channel, please to have you here. also. here is my discord server, feel free to come in: discord.gg/QhVk6BZ and here is my tumblr in case you were wondering: www.tumblr.com/blog/inymakescomics and discord server of course: discord.gg/SPDJtRDEpZ glad for you to be here, please share my channel around, it helps a lot!
nibfy trailer teaser +13 (cancelled project)
Переглядів 2194 роки тому
ok so, i just uploaded this because I didnt have enough time to make a new video. so, here, a reupload of an old video of a now cancelled project or, well, cancelled for now, i might revisit it eventually, but i gotta finish my current proyect (cold death) first. but, if y'all want me to finish it, just tell me, and if enough people want to see it finished, i'll restart work on it as soon as i ...
my history playing smash/hi im iny/ 13+ / unfinished
Переглядів 3224 роки тому
my history playing smash/hi im iny/ 13 / unfinished
Those eggs aren't dippy/jack stauber micropop fan animation/hi I'm iny
Переглядів 11 тис.5 років тому
Those eggs aren't dippy/jack stauber micropop fan animation/hi I'm iny
the game that could have saved the saturn
plz teach how to make the character on the thumbnail (its cute)
tscherektahs :D
Like!
3:53 Useless fact: Sega Saturn cannot render tris, it renders quads instead since Sega considered better at the time plus Saturn was mainly made for 2D games and the whole 3D high-res 60fps thing was thrown in after they found out that Sony is making the PlayStation.
I've recently become fascinated with early 3D technology. This video was so fun! ^^
You forgot to explain how to make the PS1 styled games look jittery
is there a name for this technique? I would love a more indept tutorial on how this approach works and how to apply it to different models and model shapes!
Always wanted a full sonic game in this style
it's always interesting how people explain this
You would need to use arithmetic and do the wobbly calculations of vertexes and vertices in the 3D environment. It is not easy to pull off I think, but if someone manages to find the code for that exact calculation, it might be possible.
HEY, WHAT IF...? 😁😅 • SEGA PlayStation (1990) • SEGA PlayStation 2 (1998) • SEGA PlayStation 3 (2006) • SEGA PlayStation 4 (2014) • SEGA PlayStation 5 (2022)
why do you say characters like that
Because they have an accent?? That’s obvious blud 😭🙏🏻
Please take this video with a massive grain of salt, as it mostly regurgitates info from Wikipedia and other retro game UA-cam channels that they themselves mostly regurgitate it from Wikipedia. The whole N64 texture size thing is mostly a myth. Proof is several N64 games that have motion blur framebuffer effects. The way they do it is that they load chunks of the two framebuffers into the texture cache and blend them there before storing the result into the framebuffer. It seems like the N64 can actually handle any size up to 1024 pixels horizontally or vertically if it fits in the texture cache. I believe you can actually get up to 1024x1024 textures on the N64 by loading them 4K chunk by 4K chunk. However you also want to subdivide it into multiple long horizontal rectangles for each texture load for rendering efficiency. If you want accurate N64 style graphics, I'd suggest you Saauren and Kaze Emanuar's videos as resources for documentation.
girlie what, I didnt look up wikipedia once, most of this info I got from looking and studying scenes and models from games from the generation. and like, I like kaze and all, his videos are great and he knows more than I ever could hope to about how the N64 works, but his videos are aimed at developers and people interested in development on the console, this video is aimed at artists looking to immitate the style of the era. I do regret forgetting to mention many many post processing and rendering effects in this video, like the n64 frame buffer yeah, but like, that is just because at the time I myself didnt understand it well enough to try to mention it, my research was incomplete but it wasnt due to laziness, Im not super proud of this video, and if I could I would remake it in a better way, but you calling it "regurgitating from wikipedia and other retro youtube channels" is actually way uncalled for as most of the research for this video I did by myself
Could you do something like this for like wii sports style art?
I love the bit with the lil scales dropping your models onto them with physics, great vid thank u
Here's before watching the full video to see if it was rendered obsolete by Kaze Emanuar's recent Mario 64 modding work.
would this work tutorial with something leaning more twoards the graphics of the original DS?
That's one way to make me feel old 👍
The ps1 polycount is wild... Becouse it could output actualy a lot more than you would guess. But they were such shitty poligons that every actual 3d game on ps1 used some form of tesselation so the textures dint became a mess. Funny is that there were some isometric ps1 games that becouse of the lack of perspective had amazing detailed scenes, wild arms 2 comes to mind
The N64 has better polygon processing than people generally assume. In fact, polygon count with later microcodes was the least of your concern.
youre naturally good at this arent you
gogged beyond human comprehension
0:13 same
CDs have a 700mb capacity and DVDs 4.7GB with a few exceptions being bigger in some cases.
Can you make a Rom Hack of this on the PlayStation and Sega Saturn?
We all been here buddy. Hope you have a well rest and take ur time.
Can I just say I think the PlayStation one aged way better than the Nintendo 64 just because of how it draws textures it doesn’t it uses linear filtering and I think that single fact just makes everything look better than on the Nintendo 64 because it’s moved everything out making everything look bad
eh I think its pretty nostalgic tbh, I kinda love the blurry look of the n64. but thats just my personal taste.
Naaah, the PS1 looks like 3D DOS games in software mode.
That is vewy cool. I have friend whos also in 3d animation, such an interesting art
one of the reasons it's hard to get a solid figure on polygon count limits for the consoles is because fill rate and overdraw were generally more limiting than raw triangle count
yeh, the numbers I gave were like, mostly scene averages, like, how many triangles would generally be on any given scene per console, if im not mistaken the number used for the 64 was like, the average of all of the mario 64 areas including npcs, and a couple areas from the zelda games (plus maybe something else but I cant remember) but I couldn't get as good averages when it came to the play station, cause like, stuff varied a whole lot more in that console. cause like, yeah because of stuff with the rendering pipeline and whatnot, a scene with 100 triangles of the first type and another scene with the same ammount of triangles of the same sort could easily have very different prefformance. the actual practical architecture and modeling techniques used to count how many polygons are actually optimal for any given scene scapes me, cause I know virtually nothing about programming, and I sorta gotta go off of what I can see surface level as an artist.
one thing to note about N64AA, its not true anti aliusing, its more like a soft blur.
actually it has both if im not mistaken. the n64 uses an old equivalent of the thing that most modern games have on their options labeled as "quickAA" (or just as the "anti aliasing" node in blender) which is like, not *true* anti aliasing in the modern sense of the word, its more of a filter than anything else, but it is a lot more complicated than a simple blur. but the n64 does also have a flat horizontal blur, if I'm not mistaken it is a blur of half a pixel? as in like, the image is rendered in 320p horizontally (as an example) then it is scaled linearly to 640p, and then those pixels are squished so that they occupy the same space as the original 320p. so the result is like, every even pixel horizontally is the original color, and every odd pixel is the average color of both the pixels to its sides. or at least thats how I think it works? I'm not 100% sure. the n64 probably did things slightly differently internally, but that's what would be the closest recreation that can easily be done with modern art tools for non programmers. but correct me if im wrong.
Just a couple of corrections: 1- The N64 also does use dithering when outputting images to the screen. It has a higher color depth (21-bits I believe) than PS1's (15-bits). 2- The N64's largest texture can be 90 x 90, but it only allows a very low depth as a tradeoff. I don't remember all the details (you can look up at the N64 Homebrew scene if you want to learn in depth), but this is how I memorized for my 3D artworks and projects: - 32x32 = Full color depth, unnecessary because it devours texture cache space - 48x48 (or 32x64/64x32) = High enough color depth, for detailing - 64x64 = Low color depth, most common depth (see next paragraph) - 90x90 = Very low color depth Color depth and resolution aren't necessarily locked with each other, but rather neither can be exceed if you use any of the listed samples I mentioned. ALSO the N64 also supports greyscale textures, which occupy half the space (if I'm not wrong) for the same amount of colors if you were to include hue on them. That's where you'll want to use vertex colors even more (Link's clothing in both OoT & MM is the most omnipresent example I can think of). PS: TOOLS FOR TEXTURES: Both GraphicsGale and Paint.net can lower the color depth of images. Pro Motion NG allows you to edit a color palette (up to 256 colors, you can also manually allow a max number of colors). But I only use them for doing the fine-tuning I just described on each program - I do the main job on Krita (I know, not the best option, but it's good enough and free).
I luv the 90s!
Now id love to see sum games made this way
Me saying yes to everything then getting hit with the, "me neither!" Haha yeah, man. Totally, we young people gotta stick together hah yes hahaha
dude holy fuck thank you!
Wow thank you for making this video!
DUUDE! thank you so much for all this information in one video really pure gold here
they dont mention dreamcast, because at that point we get to high quality models
yeah honestly, I would have adored to touch on the dreamcast, but like, by itself my research for this video was pretty... not amazing as it is. and the dreamcast just sorta worked completely differently, it was a very very unique system, the way it managed lighting and materials and texturing, something completely different from anything before or after it, not quite a modern (ish) material based rendering like that of the gamecube or the ps2, but also way more sophisticated than the stuff on the ps1 or the n64, far beyond the stuff I understand how to use. not to mention how inconsistent (tho rather high) the polygon counts were on it.
Thanks for this. Like for real, you helped me so much and im sure other feel the same.
Colour depth differed between the two consoles, with PS1 having a lower depth than N64. Hence the dithering, which, thanks to NTSC artifacting in CRT displays, could result in a higher perceived colour depth and overall smoothness in presentation. PS1’s instability was caused by not really handling floating point numbers, like at all? You can actually see similar results in modern game engines by looking at objects rendered at great distances from the local origin of the scene (the middle of the game’s current map space, or coordinates 0,0,0). If you want an easy example of this, load up the original 2011 release of Skyrim and head to the southeast corner of the city of Whiterun, on the road between the farmsteads and Honningbrew meadery, then look to the west at the mountains on the edge of the world space. If you slowly pan the camera from side to side, you should see the snow caps on the mountain where it meets with the rocks there “warble” a little bit. This is because that location is incredibly far from the local origin of your current cell, so when the engine tries to convert the polygons’ XYZ coordinates to a vector (a value between 0 and 1), each frame gets vastly different and inaccurate approximations due to decimal rounding errors.
Tú acento me dice que hablas español
efectivamente camarada :3 hablo español, y mi hacento se notaba bastante en este video, ya no es tan pronunciado como entonces, pero ciertamente aun lo tengo.
Is pronounced karacter
I like 3K
This is soo beautiful it gives me some 80s vibes ❤
Great and entertaining tutorial, thank you
Hi how did u add the halftone effects on the Blender? Look so good tq fr the video
3:50 ese es el modelo de sonic r, el de sonic jam esta mas pulido y limpio
orgullo colombiano
has it been 2 weeks....