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File: 1493931754669.webm (2.99 MB, 700x436)
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I want to learn how to replicate the pixely low poly models aesthetic from the PS1 era or similar. Any tips or good tutorials out there? Anything would be appriciated. Also if you're working on something similar then please come by and show your work.
>>
>>754492
it's not really a complex thing to achieve technically, it's more about art direction. the basics are:

- low poly models, use actual model from the era as inspiration instead of modern ones as the approach to proportions is usually different. don't down-sample meshes from higher res, build everything by hand with simple planes.
- handpainted diffuse textures, no specular/reflections etc.
- textures at low res - eg 128x128 or 64x64 and low bit depth (8bit is usually fine) - try to use a limited colour palette.
-Antialiasing off, no postproduction effects
- render video at 640x480


other than that it's down to your ability to achieve a certain look using only handpainted flat textures, you could bake down lighting and shadows into the textures if you're not sure how to paint them manually.
>>
there are shaders that replicate the wibbly-wobbly look of those games
>>
>>754492
You want to replicate PS1 graphics or just the style?
Doing the graphics now requires sharers and such because PS1 had no floating point and mipmaps.
The style is just low poly low texture
>>
>>754492
low poly is just that, low polygon count
but if you mean the wobbly movement of textures that the PS1 had, you need to imitate affine warping. Also, vertex are calculated with a very low precision, so they will jitter. Some shaders imitate all of this for you.
>>
>>754492
Amazes me people still want to emulate that stuttery crap. It makes my eyes bleed.
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https://www.youtube.com/watch?v=m-6ZiCJN4d8
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>>754492
I do love well made low-poly, but I never could understand why people want to emulate a hardware limitation that is the graphical wobble of the PS1.
>>
given the whole "floating-point precision degrades at large values" couldn't you get that vertex wobble effect by animating your models at some extremely large coordinate set?
>>
>>754591
the ps1 used fixed, not floating point numbers. like other anons have already said the best way to do the vertex wobble effect is with a shader. transform the geo in to camera space, scale it up by say 4096x (the ps1 had 12-bit precision), round the vertex position to nearest integer, scale back down, invert the camera space transformation.
>>
>>754582
Imitating the look of a retro console isn't just about aesthetics, it also meant to recreate the feel of playing a new console game. Part of it is nostalgia, to be honest the PS1 has this blocky look that just is kinda appealing in a way, a sort of early 3d pixel art. Personally I think the Saturn hits that look better, with N64 being the worst despite being the more advanced.

Favorite tho is probably dreamcast
>>
It's OK, anon, I understand you. You like what you like. I think the wobble is neat, too.
>>
https://github.com/keijiro/Retro3D

Here's a shader that will do the job.
>>
>>754568
>>754582

>One word: Hipsters.
>>
The most important bit is no antialiasing, one sample per pixel if raytraced.
>>
>>754595
I've been trying to do this in blender, but haven't had much luck. That and affine texture mapping are things I haven't been able to satisfactorily reproduce.
>>
>>754646
>using raytracing
>at all

>>754723
seems like blender truly sucks ass
>>
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The vertex wobble is kind of cool, adds a sort of life and imperfection into the experience. The no straight lines thing though is unforgivable.
>>
>>754736
>using raytracing
Fair enough, shoulda pointed out that that part is of course to be disregarded in games.
I was more thinking about the aesthetic in general.
>>
>>754638
Nah, it is more hipster to emulate a processing limitation
>>
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>>754492
how many times are we going to have this exact same thread?
just make a Low Poly General already

for a PSX look I'd suggest
200-400 tri models
1 bone skinning, separate objects for limbs optional
gouraud shading
diffuse textures
dithered transparency (though proper translucency is supported by the PSX)
vertex colors to save texture memory
a single 256 color palette for everything
point texture sampling, mipmapping might be used but rarely?
affine texture mapping
vertex snapping/swimming
there's no need to bake everything down to vertex animation, just keep everything as bones

polycount has a great low poly general, check it out for inspo
for period authentic reference, check out Paul Steed's old blogs and books, they're well archived on dondeq2 and loonygames
>>
>>754854
PS1 had no mipmapping
>>
>>754857
no formal hardware support, however it was occasionally emulated
https://www.youtube.com/watch?v=G5tBQfiBASM
>>
>>754854
>a single 256 color palette for everything
Isn't necessary to squeeze everything into one palette since the hardware supports an indefinite number of CLUTs
>>
Any tips at getting good at pixel texturing?
>>
>>755025
More practicing, less lurking on /3/
>>
>>755025
>>755114
Is there any way to do pixel texturing with texture painting?

I'm good at pixel graphics but UV texturing is extremely unnatural for me.
>>
>>754638
nah, it's mostly nostalgia (like what some people seem to have towards pixel art). some people grew with low poly 3d visuals, and now they're trying to replicate it
>>
>>754492
>>755025
if you want to study some old low poly models and textures I recommend putting your hands on https://www.models-resource.com/ and https://www.textures-resource.com
they can be imported into Blender (usually .obj or .dam files)

maybe try making a few models beforehand so you know what you're trying to see in what they do. this is what I'm doing right now, and it's fun to see what works in-game and what doesn't. but I'm trying to mimic DS graphics, maybe it's not as good of an approach for PS1 stuff

also this >>755114, and YouTube is your friend. you should use it
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>>755135
>UV texturing is extremely unnatural
Welcome to my world
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>>755135
>>755180
https://youtu.be/RZA6nitNeYw
>>
>>755025
the same tip as everything in 3D
ya just do it
photoshop isn't going to kill you if you don't nail it the first time over
>>
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How does my model look? Any tips on how to improve it?
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>>755556
>>
>>755558
that gave me a giggle, I'll give him more of butt. Any other criticisms?
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>>755556
study low poly models for mobile games or similar things like league of legends for how they do joints.

It'll save you a lot of trouble with those knees and elbows.
>>
>>755556
>>755564
>>
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>>755565
>>
>>755176
Hi. As you are trying to emulate DS graphics, how can I achieve the aliased text of Pictochat? I tried it under after effects but no aliasng works. Does writing text at DS resolution in Blender could do the trick? Best luck for your project.
>>
>>755565
Is it a probem if it creates a triangle for texturing?
>>
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>>755611
Old models are almost nothing but triangles. Not to mention that a lot of game engines today still convert to tris.
>>
>>755630
At rasterization everything is converted to tris.
>>
>>755611
No, the only problems in terms of textures and triangles or poly's is bad projection (bad UVs) and stretching (if animated).
>>
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>>754492
I made this today. I wish it was the 90's and I could get an actual job doing this...

But yeah, basically what this anon said:
>>754497
>>
>>755900
If that's your best now, you wouldn't be able to replicate it in the 90s.
>>
>>755906
Who said anything about "best"?
Also, you're obviously underage if you don't remember worse-looking graphics from the 90's
>>
what's the best way to render pixelated stuff on blender 2.8? i can't seem to find the settings people used for post processing in the old layout
>>
>>756011
by pixelated i mean it like this
>>
>>756042
that's literally turned off antialising.
>>
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on my way to finishing my first project ever
>>
>>756246
nice work on the texture
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>>756247
Thanks! Aseprite tiled mode makes everything a lot easier and fun. I'm still stuck at stealing pallettes until I can get a grip on color theory.
The next part is trying to paint out those smaller branches, which is gonna be hard to get right I think.

All and all though it's been a great exercise. Gonna try a Valloton piece (pic related) after this.
>>
very nice resource for anyone interested in unity and low poly

https://minionsart.github.io/tutorials/
>>
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>>756246
>>756248
still a bit too light somehow, despite using the same colors, but not a bad first attempt at spriting imo
>>
It pisses me off that Blender 2.8 STILL can't paint lowres textures because they fucked up the brush code so you can't paint anything smaller than 2x2 pixels.
>>
>>756283
Yeah I didn't realize this was the case at all until I started working on my scene. And since UVs are still hard for me to get a grip on, it make the workflow a serious pain in the ass. I'm stuck roughly drawing outlines before really doing it in aseprite
>>
>>756273
that's probably the settings on the materials applied to the texture, try tweaking the way light interacts with it
>>
>>755900
Too detailed for 90s tech. That better be used in a tiny room and its the only character in it.
>>
there should be a low poly general
>>
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>>756423
Yeah, it's pretty close to PS2-fidelity.
The PS1 could handle roughly 3k tris, and that was under half of that, but that still doesn't leave room for much else.

Anyway, I made two more characters and a little scene for them:
https://sketchfab.com/3d-models/lowpoly-shaman-characters-diorama-ed759d9f0bbe4a4c8ed73cce3cb0c4f7

Tried some silly modern rendering things, but it probably looks best if you click the model inspector and choose "Base color".
>>
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>>756457
>>756423
Currently working on a little marching band of mice.
I kind of want to make a whole world in of this stuff.
>>
>>756457
>>756459
that looks so good! what is your general process for coming up with the textures? do you use any maps generated by the engine, like ambient occlusion?
>>
>>756461
>engine
meant 3d modeling program, sorry
>>
>>756461
>>756462
Thanks, Anon!

I worked in "reverse" on these: I used AI to generate some interesting images and patterns, cleaned them up and jammed them into a 256x256p texture. Then I made the models and moved UVs around, stretching and adjusting them piece by piece to make them look nice/interesting on the mesh.

All of the stuff I posted share that same 256x256p texture.
>>
>>756408
Yeah that's probably the case. I'm waiting till the end to figure out lighting. Sadly can't find much (understandable) info about PS1 lighting though.
>>
>>756465
>PS1 lighting though

Gouraud shading.
Not available in newer versions of blender, unfortunately.
>>
>>756465
>>756506
>PS1 lighting
u wot

Almost no PS1 games have lighting, and those that do just have basic depth check or rudimentary vertex lighting.
>>
>>756508
https://www.youtube.com/watch?time_continue=184&v=U27D8rCszQw&feature=emb_logo

PS1 launch title.
>>
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>>756506
>Not available in newer versions of blender
>>
>>756525
Yeah? That's very obviously vertex lighting?
>>
Any good resources for looking more into the style? Sketchfab only has so many pieces. Tumblr has a lot of low poly pixel artists but it's such a bad platform for art
>>
>>756547
implement it yourself then. isn't that hard.
>>
>>756563
I'll look into it, but I'm still a real noob at modeling. >>756246 is going to be my first completed model ever.
>>
>>756562
https://www.models-resource.com
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>>756506
>Gouraud shading
5 or 6 years ago I created a Gouraud node for LW, with 99% of the code copied from example sources on the web. Never bothered to update it when the internal renderer changed in 2018.

Can't be that hard to do this in Blender?!
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>>756459
>>756457
Made a little mouse town

https://sketchfab.com/3d-models/lowpoly-mouse-town-d214951766e34ee994c02c166167d01a
>>
>>755920
>worse-looking graphics from the 90's
made on 640x480 CRT with a prehistoric software on a machine with less power than today's cheapest smartphone
>>
>>756814
Doesn't change anything.

I love how some zoomers think we were in the stoneage during the 90s.
>>
>>756784
Have any shading advice for a newbie?
>>
>>756570
Maybe? I had a look into it and didn't get very far, but I'm pretty hopeless when it comes to shaders anyway.

I suspect cycles might be able to do it through scripts by copying code as you suggested, but then I'd have to deal with the rest of cycles' garbage.

Eevee, meanwhile, doesn't support scripts, and there are basically zero nodes pertaining to vertexes.

Believe it or not, Blender 2.8 onwards currently don't even support baking to vertex colors.
>>
>>756814
Lol, the screens weren't the issue you dumb zoomie. The issue was the software being clunky shit and the hardware struggling with 1k tris.

>>756872
Shading? Do you mean the material or the texture?

The textures don't really have any conscious shading going on (I just focused on patterns, colours and outlines).
The material/light shading is very minimal. The characters have the texture in the emission output and don't take any shading at all, except for the SSAO. The scene has a little bit of diffuse influence, to take some subtle shadowing, but even that could probably be dropped.

If you want to do proper oldschool lighting/shading you should hand-paint vertex colours and blend them with the texture.
Pic related is an example I made a long time ago. Sketchfab also supports vertex colours, so you can use this technique for your online stuff too.
>>
>>756818
yes you were
>>
>>756931
Don't worry, the time when you find yourself in the position of awkwardly defending your past merits comes soon enough.
>>
>>756901
>1k tris
realtime maybe. offline that was nothing
>clunky
so just like blender today
>>
>>756506
what's stopping you from writing a little shader for it?
>>756508
>rudimentary vertex lighting.
that's what Gouraud shading is
>>
>>756960
blender sucks ass, that's why
>>
>>756954
>Blender
>clunky
.t has never used Blender

The whole reason to use Blender is that the workflow is much faster and smoother than all other software packages.
>>
>>756988
Since its first free versions. Fuck that shitty non-standard workflow. Shit then, shit now.
>>
>>756988
>much faster and smoother than all other software packages
*laughs in Max performance*
>>
>>757002
I wasn't talking about performance.
What use is performance if you can't work fast because the functionality just isn't there?
Besides, the only thing Blender has bad performance with is entering edit mode with 300k+ tris, which you should almost never do anyway. When sculpting you can work with millions of tris, buttery smooth.
>>
Are there addons or something for blender that make UV mapping less of a pain for lowpoly+pixel? I spend way too much time making quads shaped correctly with right angles and then making sure all the pixels are equal sized on all faces
>>
>>755565
whats the first one supposed to mean?
>>
>>757125
>because the functionality just isn't there?
...such as?
>>
>>754595
No need to scale up or down by such amounts. in a standard vertex shader you just round to the nearest pixel coordinate. 12-bit precision doesn't enter the picture because the PS1 GPU could only be given integer screen coordinates, so that the calculations befoe that had 12 bits of precision doesn't matter.
>>
>>756464
>I used AI to generate some interesting images and patterns
show my how you did it bro sounds interesting
>>
>>756570
To do proper gouraud you need to be able to access the surrounding vertex attributes, but in blender shaders you can only access the post-interpolation attributes for the current fragment.
>>
>>757142
Jesus, just fucking learn to use the software befire you blame it.
There's a function called follow active quads. Use that.
>>
>>757221
Not the same guy, but I am looking for good tips on streamlining the UV process, or tips for better topography that'll make it easier in the long run.
>>
My series:
https://www.youtube.com/watch?v=F5edvPHppuI&list=PL4IQg-n--vjTjQZbHN9s3IOytkeqW__8z&index=2&t=0s
https://www.youtube.com/watch?v=9SJSPfHyQKI&list=PL4IQg-n--vjTjQZbHN9s3IOytkeqW__8z&index=2
https://www.youtube.com/watch?v=0VOSgl0H6UI&list=PL4IQg-n--vjTjQZbHN9s3IOytkeqW__8z&index=3
https://www.youtube.com/watch?v=1J7XnhlUYtA&list=PL4IQg-n--vjTjQZbHN9s3IOytkeqW__8z&index=4
https://www.youtube.com/watch?v=m-6ZiCJN4d8&list=PL4IQg-n--vjTjQZbHN9s3IOytkeqW__8z&index=5
https://www.youtube.com/watch?v=f39BGJMaMTY&list=PL4IQg-n--vjTjQZbHN9s3IOytkeqW__8z&index=6
https://www.youtube.com/watch?v=_gUV6w4Z4Lc&list=PL4IQg-n--vjTjQZbHN9s3IOytkeqW__8z&index=7

Any questions you have- ask and i will answer
>>
>>757258
>Any questions you have- ask and i will answer
did you post here thinking you are going to get extra views?
>>
>>757258
How'd you get that PS1 jittery-ness?
>>
>>757268
Views don't matter, as much as I care about finding others who create high effort material within this subset of medium
, I have subscribed on youtube to 1 poster on here who shares a similar style of cg.,, Connecting with others is good i think. Views, not so good. It matters who views it though

>>757279
low resolution renders mixed with how I animate a lot of things. i am frame by frame animating a lot of details so things get wonky some times (for the better and worse).
>>
>>754854
>All that nerd shit
the fuck i look like? a rocket sceintist? wheres an converter where i can make my objs low poly?
>>
>>756901
could you explain the vertex coloring please, thank you
>>
>>754873
Even on the PS2, less important objects had textures with less then 256 colors, sometimes even less than 128 or 64.
>>
>>754492
What game is this? Looks amazing.
>>
>>758114
Racing Lagoon PS1. Japanese, so it never came out in the west.
>>
>>758101
It's pretty simple. In blender you just open the Vertex paint editor with a mesh selected and start painting away.
The colour value is stored with each vertex, instead of in an image file, so it takes virtually no space at all. It also blends with a smooth gradient to all connected vertices, which means you can make some wonky, yet smooth colour transitions and shading effects on lowpoly, lowres stuff.
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>>758118
so how does the blending work? like do you need a node setup to mix between the vertex and image texture? are the light blue parts the vertex colors?
>>
>>758117
Thanks, going to check it out
>>
>>758119
It's engine dependent, and yes, you can hook it up with nodes and blend it however you like.
I usually use 2.7 to paint vertex colours, because there it's visible with just the texture (no lighting or filmic colour on the scene etc.) and you don't have to hook up any materials to get an instant preview.

>are the light blue parts the vertex colors?
Yes and no. The colour blends with whatever is already in the texture, so here the vertex colour just serves to increase the brightness and colour intensity, while also lighting up the surrounding areas a little (well, actually, I darken the other areas, which in turn makes the bright spots look brighter - by default all vertexes have are perfect white of the brightest value).

Also, remember that vertex paint is highly dependent on topology! Here's an example image I made a long time ago
>>
>>758122
>because there it's visible with just the texture (no lighting or filmic colour on the scene etc.) and you don't have to hook up any materials to get an instant preview.
couldn't you make a file in 2.83 and save it as "vertex_start_scene.blend", or are you saying it's not possible to turn those options off?

>so here the vertex colour just serves to increase the brightness and colour intensity, while also lighting up the surrounding areas a little (well, actually, I darken the other areas, which in turn makes the bright spots look brighter
are you saying that you paint vertexes different shades of gray and then feed that into an roughness/emission shader thing?

>>758122
is this supposed to show how a mesh with too many smaller faces won't be able to make a red streak across the image?
>>
>>758124
>couldn't you make a file in 2.83 and save it as "vertex_start_scene.blend", or are you saying it's not possible to turn those options off?
Not quite. You still have to apply a material to get textures to show up in 2.8. Not that it's a big job or anything.

>are you saying that you paint vertexes different shades of gray and then feed that into an roughness/emission shader thing?
No, you paint in all colours and it mixes directly with the diffuse texture (which you will need to set to emission in 2.8, I suppose).
You can also plug it into other nodes and do whatever I suppose, but I haven't tested.
You cna also use it to blend between different materials (often used in game engines for painting landscapes). In such cases you don't actually use the colours, but the values indicate how strongly one material should appear on the surface.

>is this supposed to show how a mesh with too many smaller faces won't be able to make a red streak across the image?
It just shows how vertex paint behaves very differently on various kinds of topology and that you need to model with that in mind. In Spyro, they made everything a huge carpet of squares, just to have more points to paint in and more control.
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>>758129
>You still have to apply a material to get textures to show up in 2.8.
I've been reading while waiting for you to reply. There's a vertex color mode that you simply plug into any shader where you want the color data to go, and voila!

>You can also plug it into other nodes and do whatever I suppose, but I haven't tested.
I created two vertex color data resources, and in one I put color, and in the other I put grayscale, and I used the factor to modify the roughness on PBSDF. It worked as expected.

>In Spyro, they made everything a huge carpet of squares, just to have more points to paint in and more control.
I see. I went to Google after reading this sentence, and typed in "super mario 64 vertex colors" and this image popped up. So, wow, you could do a single grayscale texture, and then color it with vertex data? Kind of like palette swapping?
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>>757258
Hey man, subbed to your youtube months ago. Love your stuff.

I'm assuming you're rendering in blender eevee?

You probably already know this, but for those that don't, you can save yourself the trouble of looking for low res pixelly textures by using math node on your material and setting it to snap. Bam, any image you throw at it instantly low res and appropriately gritty looking. Pic related, 1024x1024 textures everywhere, but you wouldn't know it.

Also works with procedural textures - that water is color ramped voronoi noise with the same thing done to it.
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>>758132
>So, wow, you could do a single grayscale texture, and then color it with vertex data?
You can!
Mind you, it can be hard to get the colours to blend just the way you want them to, so it's more common to use it in combination with coloured textures.
The red part in pic related is just vertex colour on top of a BW texture.
>>
>>758140
thanks for the tip will def use

>>758142
that's fucking sweet as hell
>>
>>758140

that looks cool. Is it only in the newer versions of blender? Cant find the snap setting in 2.8
>>
>>758142
Is it possible to animate the vertex colors to pulsate between this and, say, a deep purple? I need this in my life so bad.
>>
>>757258
this is the highest compliment i can bestow upon anybody who tries to mimic retro graphics:
this is really shitty and i absolutely love it
>>
>>758151
Screenshot was taken in 2.83.
Add > Math > Snap
It's listed under rounding.
>>
>>758146
Thank you!

>>758154
Old games used vertex colour changes on runtime as a form of dynamic lighting, so in theory it should be possible, but I haven't seen any explicit option for it in modern game engines and wouldn't know how to go about doing it.
>>
>>758142
That model looks terrible, holy shit.
>>
>>758168

>Vector Math

fify
>>
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>>758140
Dude... Legendary Trick shot with the knowledge right there. I have been jumping through hoops Dude HOOPS for way to long, to compress my photos in ways that work. real life objects are inspiring to me-I shoot photos of the thing, then compress them to shit for texturing. then the other 40% i scrape off bing image search, icon size photographs. I guess some of which are thumbnails, but they exist on there own at that point.. they are renewed as new artifacts to use for these strange techniques. i dont go around saving thumb nails when im browsing the web. i think this is a bit different. this is more like treasure hunting. like ancient relics.

But for the photo textures that I shoot- that are often absurb resolution because of digital cameras// this trick is soo sick. And I can do it right in blender,, I use Eevee yes- love the knowledge drop out of know where too. i have like 1000 brushes in GIMP (yea i use every single 1 buddy no im not gona get rid of them) so it takes a $0.25 century to Open the software each time if i were to use it to compress the pics

Thanks for keeping up with my vids. your knowledge sharing shines very brightly in such harsh almost uninhabitable arctic conditions ( 4 chan's CGI dojo)

next leg of the chapter is late stages of completion... Mad dense actually, this 1 will be. I wish i had a close friend that spoke a cool language fluently. I would love to have 1 of my guys voiced in that language and then have english subs plastered over korean hardsubs for 1 episode
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>>758308
you could probably recruit some people here for a little bit of voice acting.
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Are there any good programs that are free/opensource for painting lowres textures on lowpoly models, specifically for characters? 3D Coat seems like overkill and Blender completely fucked up their texture painting tools code in 2.8 which makes them inadequate for painting lowres textures.
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>>758308
Glad I could help, man.

>your knowledge sharing shines very brightly in such harsh almost uninhabitable arctic conditions ( 4 chan's CGI dojo)

Funny, sad, true.
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>>755565
what if I wanted a joint that bent both forwards and backwards?
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>>758459
then go with the first option
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>>754571
how the hell do I make textures like this
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I'm surprised somebody hasn't made a Blender add-on for a renderer that emulates different consoles. Something that affine warping built-in. I'd buy a license.
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>>757258
Very nice
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>>758308
>english subs plastered over korean hardsubs
is there no limit to this man's style?
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>>757258
i had the best childhood, holy shit
if i wasn't thankful, i am now
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>>758308
How'd you get the grass here? Or just general advice to make things not look so flat
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>>758521
have sex
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>>758521
for textures- i dont let any thing stop me from using things in the world- when you render at a really low resolution, the things often end up turning out okay if you take steps prior to ensure the look you want,,, basic things in photo manip software like saturation, sharpness, hue. , followed by preferred methods of compression, then remodifying after the compression to equalize some of the artifacting or remove detail-dense areas that clutter rather than add. Then that may serve as the base, something to paint over. a guide for the eye. because it really is tricky to squeeze the necessary details into a painting at the kind of resolution old game artists used (incredible). I use best judgement, how far I want to go with these things though. I enjoy the animation and film making most out of this art form, so sometimes i dont care at all
>>758740
it is a hair physics sim on a plane, with flat plane image textures, (planes crossed like an X) as the objects. random rotation phase and a fuck load of hair particles are required
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Not exactly but had fun doing it
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>>758780
Thanks. And lastly how are you getting that universal lighting look?
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>>758823
the parka looks amazing
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>>758823
Whatever it is, it looks cool.
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>>754492
Use a low res photo as a texture as much as possible, make sure to posterize it beforehand though.
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>>758838
I used to use the sun lamp in eevee before i learned how trash it becomes when you introduce cameras to the scene. after that i toiled with massive area lamps grid style in the sky which caused more issues than it was worth. then i finally found this method:
add a sun lamp yeah? get the rotation and power to your liking. then switch it from a Sun to a Point lamp in the lamp properties menu. then take that Bitch up to 5 or 10 MW with a sky box low emission (dont need to worry about the lamp lighting the distance) and then i usually do shadows at custom distance like 5 thousand meters with contact shadows on, just set high bias and low scale. then i go to the render settings and mess with the shadow mapping px options and bias til it looks about right. that part is pretty critical to fine tuning. for further fine tuning you can move the point lamp around in the scene, some times you must animate it across the scene if it is large space. but thats easy, couple keyframes will work fine
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>>758970
>posterize
lol no, don't. The right approach is to properly palletize all your textures to a fixed, but flexible enough palette.
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>>759054
What do you mean by palletize?
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>>759074
Mapping/redrawing the colorspace of yourimages to/with a predefined set of colors, a palette. 24 bit textures were out of the question in those days due to performance and memory concerns. You normally had a set of different 4 bit or 8 bit CLUT available for your textures. The 15 bit mode was used for overlays only.
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>>759091
Ah I see. Is there any way you can automate the process, or do you have to recolor it by hand?
I've been looking for PS1 palettes for awhile, but haven't had much luck.
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>>759094
You can automate the process with tools like Photoshop or GIMP.

I'll keep my eyes open for any PS1 related stuff.
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>>759111
Thanks man
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>>759094
>>759111
You can do this in photoshop via image > mode > indexed color

Posterize is not a bad substitute for faking it, but doing it via indexed color will let you play with a bunch of dithering options.
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hey I just found this handful guide if you're a completely clueless beginner like me: https://spellfist-3d.tumblr.com/post/615902900826390528/guide-to-that-elusive-ps1-pixelated-lowpolybut
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>>759288
it has some insightful analysis of how some classic games from the CD-consoles era do some tricks and techniques. may be obvious and oversimplified for anyone more experienced, but it helped me to know what I should be looking up to if I want my models to look like those
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>>754497
> 640x480
Too high for the PS1 era. PS1 was 320x240. Even the PS2 struggled with true 480p, which is why a lot of games use 480i instead. Also, PS1 games were designed to be played on a CRT and often look better with a CRT shader.
>>754501
>>754567
I don't know why you'd want to emulate the wobbly stuff. Those were essentially hardware bugs, not artistic decisions. PS1 games objectively look better with PGPX, even if you keep everything else the same as the original (native resolution + CRT Royale)
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>>759295
>hose were essentially hardware bugs, not artistic decisions.
that's arguable, the PS1 didn't have floating point values so one could say it was a artistic decision by the Playstation engineers. it sure wasn't a bug though, that was what the PS1 was conceived/thought to do
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>>759295
whether it's a bug or not, the fact that people want to imitate it as a stylistic choice shouldn't be that hard to comprehend
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>>759288
>https://spellfist-3d.tumblr.com/post/615902900826390528/guide-to-that-elusive-ps1-pixelated-lowpolybut
>I couldn’t find a reliable tool that works with modern 3D modeling software to allow pixel perfect alignment

Do you think he's found it yet?
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What's people's general approach to texture mapping? Do you make the model first then texture, or do you paint the texture and map the UV to it?
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>>759363
Blender 2.8 can't even paint pixel perfect textures anymore so what's the fucking point?
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>>759580
True.
Fortunately it's in 2.79 as well.

On top of this, 2.79 is also supports baking to vertex colors, so if you want to bake lighting into scenery with low res textures, 2.79 is still the way to go for PS1-style 3D.
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>>759593
>have to revert to 2.79
Fuck. 2.8 really does jut make navigation so much easier. They added a bunch of subtle no-brainers that I've really been resisting going back, but I guess I have to now.
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>>754492
really famous video on youtube going over it. Thought it was a shitpost when I saw it but apparently you exist. Just search how to recreate PS1 style graphics its right there
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>>759649
It's not really a big deal for me - but then, I resisted 2.8 for the longest time due its removal of blender render.

Honestly the main thing that fucks with me is that after using 2.79 for a day causes me to magically forget what all of 2.8's icons look like. I am gonna have to add 2.79's icons into 2.8.
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Tips for lighting?
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How do I maintain pixel density/size throughout a scene?
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>>760170
you have to guestimate it. Make a 1m x 1m crate that is say 64 x 64 texture and iterate logically from there. So a person would be around 1.7M so use a 128 x 128 texture for them and adjust the size of things roughly. For bigger buildings and environments work backwards, make the tiles first and then build the environment around them. Use sprytile or crocotile3D to help with that stuff. It's all trial and error.
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>>760496
Thanks! Do you know if there's any way to figure out the pixel density of the PS1 or Dreamcast? I don't know much about how they worked, but I'm trying hard to mimic a lot of the technical stuff.
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>>758140
Thanks frens. Altho for some reasons it's not working. The UV maps aren't editable nor do I know the node that the Texture Coordinate and Math Vectors are connected to.
Can a more enlightened anon give a fren a hand?
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>>760755
Don't worry about that other line shooting off to the bottom right, it's not needed.

Understand the basics of what each node is doing and you'll get better at knowing what needs to be connected to what. Just think about it - you've got your texture coordinates, you've snapped them to nearest points. What do you want to do with them now? You want to use them with a texture.

The texture coordinate node is spitting out texture coordinates (duh), the snap node is snapping those coordinates to nearest points, and then you are connecting the snapped texture coordinates to the texture you want to use.

In other words, the vector output of the snap math node connects to the vector input of an image texture (or any texture), which you can then connect to a diffuse shader, directly to material output if you don't want to calculate any lighting.
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>>756459
>>756784
You're theonian on Tumblr right? I really dig your stuff man. Could you share more about your process, particularly texturing?
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>>754571
is this you that made this?
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>>758117
I am actually trying to work on models that emulate that airbrush face look of Racing Lagoon. I am very amateur with Blender, I am not a 3d modeling artist, mainly a drawer but I'm learning.
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>>760839
ya4
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>>754492
low-res textures with nearest neighbor filtering rendered at a low resolution that's upscaled to native
if you want the wibbly wobblies you gotta look write a shader that does affine texture mapping and shunts vertices to an integer grid rather than float.
there's a ton of other weird shit going on with the PS1 like how lowering the brightness has more of an influence on bright areas than dark
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>>760918
I really enjoy your work m8
nyc artschool?
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>>760522
Download the textures from some ps1 games and logically work backwards from there.
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Progress bros
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>>761012
>nyc artschool?
Fucking tragedy if so.



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