main | art blog | breezeharbour on YouTube welcome to pepper's original spyro trilogy content blog, your go-to place for clean character models in various poses!this blog has also become home to spyro research/prototype content, looping gifs, sfx, and more!please don't use my own artwork for anything without my permissionif you'd really like to show your appreciation for what i've got going here, you can buy me a coffee ☕!if my custom theme is difficult to read, please click here
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little guys studies, ft spyro 1 enemies that are more threatening than the game's final boss
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a handful of palettes i've made for spyro 1!
Enjoy Your New Scales! (coming soon to a realm near you!)
i've been testing out a recoloring tool @hwd405 is developing for OG spyro and attempting to make it a little bit more friendly for casual user. this tool allows us to change the spyro model's palette (color look-up table) by modifying a provided bmp image and patching it into a PS1 rom!
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SCALES v1.0.0 is available on github! https://github.com/Hwd405/SCALES / direct download. i've added a simple walkthrough under the cut if anyone gets lost using it. thanks @hwd405!
Unzip/extract Scales. Place a copy of the game (.bin) and the modified palette (.bmp) file inside the folder alongside Scales.exe. Be sure the version of the game you're using matches palette that has been modified!! Palette images are not directly interchangeable between versions
In the Scales folder, type cmd in the top search bar of windows explorer and press enter to open a Command window pointed to that directory
Type or paste the command (making sure the filenames match!) .\Scales.exe -c "modified palette.bmp" -i "spyro game.bin"
FOR EXAMPLE in my case it might be .\Scales.exe -c "pete.bmp" -i "Spyro the Dragon (USA).bin"
Press Enter and Scales should run its course! A few files should be generated in the directory. SpyroScales.bin is your patched rom with recolored Spyro. The recolor only applies to playable levels though - not title screens or non-gameplay cutscenes.
Be aware if you run Scales more than once without moving or renaming your generated SpyroScales.bin file, the rom will be overwritten by the new patched version. If you don't want to lose your re-paletted Spyro, manage your files carefully :) Have fun!
Enjoy Your New Scales! (coming soon to a realm near you!)
i've been testing out a recoloring tool @hwd405 is developing for OG spyro and attempting to make it a little bit more friendly for casual user. this tool allows us to change the spyro model's palette (color look-up table) by modifying a provided bmp image and patching it into a PS1 rom!
#misc#scales#modding#after much experimentation it's here!#i hope the layered PSDs i put together can made editing the palettes easier for for everyone
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Enjoy Your New Scales! (coming soon to a realm near you!)
i've been testing out a recoloring tool @hwd405 is developing for OG spyro and attempting to make it a little bit more friendly for casual user. this tool allows us to change the spyro model's palette (color look-up table) by modifying a provided bmp image and patching it into a PS1 rom!
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#spyro#spyro the dragon#misc#videos#nestor#dragon elders#i was testing a spyro recolor patcher tool hwd is developing and i wanted 2 shitpost#hope you are all well
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I have a question you may be able to answer, regarding how things are animated in the Spyro games. Are characters rigged on a skeleton, or are they animated "by hand"? I've been thinking about this for a while now before I found your blog. The inner machinations of Spyro fascinate me.
if you're talking about the original trilogy: as seen in this video on insomniac's dev process on spyro 3, the animators worked with basic armatures to create the character animations. so no the animators didnt have to like... select and move each vertex of the models individually on their axes if that's what you mean by 'by hand' ; they did have skeletons to simplify the process!
unlike modern games though, those skeletons aren't present in the game itself/deforming the models in real time. all traces of the rig are discarded and we're viewing the vertex animation only
the way i might best explain it, after an armature animation is finished by the artist in the animation software, the transformations for all of the model's vertices are recorded for each frame. those recorded sequences make up animation data that is associated with the moby (insomniac's internal word for movable object/instance). each frame of animation you see is just the moby referencing that data to tell each of its vertices where to go next in 3D space. i hope that makes sense
#thanks for the question! i meant to post this reply two nights ago and left the tab open oops#spyro#spyro: year of the dragon#Anonymous#asks
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spyro 2: ripto's rage! - land blubbers (soldiers)
#spyro#spyro 2: ripto's rage#character models#land blubbers#zephyr#allies#grabbed a few rendies as a favor for what i assume is an upcoming laura video#so i may as well share them here too :>
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HAPPY PRIDE MONTH FROM THE SAPPHIC FAUNS IN SPYRO 2: RIPTO’S RAGE (1999)
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this lumilaura spyro vid legitimately goes hard. watch and i guarantee you'll learn something you didn't already know about spyro 1 ✨
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i uncovered proto- robogulp in the ripto fight of the spyro 2 aug11 prototype
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i made a showcase of the model rendered in-game! enjoy his hideous early design in action
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#spyro#spyro 2: ripto's rage#video game scenery#summer forest#model rips#misc#blender#i got the portals in place in my summer forest blender scene! and applied the better res textures bc the prev post used lower res#i saved a copy as a template so it should be pretty plug-and-play to get different maps set up in blender too
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