Snake – Low Poly (Evolution of Characters in Games) – Episode 9



In 1998, Konami release a game from a long standing franchise that had a large hand in the cinematic direction of video games, Metal Gear Solid
From that point on, the sometimes convoluted exploits of the series protagonist Solid Snake would continue to push the boundaries of the console technology of the time, in terms of art and story telling within the medium.
But just how much does Snake change from entry to entry?

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38 thoughts on “Snake – Low Poly (Evolution of Characters in Games) – Episode 9”

  1. Kept you waiting huh? It's been a long time since the last Low Poly, so if you could, give it a like and share it around if you found the info interesting. I know there are a lot of you that love the seires, but they take an awful lot of time to source all the models and then tidy them up for presentation. It's a real process. Anyway, if you want the series to continue, they need all the help they can get.

    Don't forget you can support the channel on Patreon.com/astartshow

    No obligation, just putting it out there. Check it out if you're curious.

    Thank you so much everyone, enjoy

    Andy

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  2. Would love to see a video breaking down the evolution of master chief’s models throughout the halo games, or samus throughout the metroid games now that the series is finally back

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  3. 2:37 Your script and on-screen text differ here. Which is it, 3382 or 3882?
    Also, are there different ways of counting polygons? Those numbers don't line up exactly with what Miller says in GZ's Deja Vu mission when you call him about the past game logos:
    MGS1 – 690
    MGS2 – 3800
    MGS3 – 4800
    MGS4 – 14000
    MGS:PW – 3500
    I get that these numbers are rounded, but some of the discrepancies here are very weird. His count of PW polygons is almost double of the one here.

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  4. Can you stop saying "tris" ? Since you've decided to go with triangles to count polygons then just say "triangles".
    "tris" sounds more pedantic than it should while also sounding a lot like a contraction of the word "trying". It'll make more sense for newcomers.
    And I'm saying this as a 3D artist myself.

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  5. You can tell some models were made using quads. Also I can guarantee the two head models at 5:50 are identical with only some nudges here and there to some parts in order to help the texture sell the younger snake.

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  6. MGS V (at least Ground Zeroes) is honestly a master class in game asset optimization. when you examine the models, they're just enough high-poly to look realistic. I'm talking all the props, guns and map geometry. Many circular things in that one are like 6-sided cylinders. Models really don't need to have any more detail than that, they are carried by the PBR materials and normals. The game looks great, and I was shocked when I examined a lot of the models in there (helped by the really tight first person FOV lol)

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