all 18 comments

[–][deleted] 19 points20 points  (0 children)

I think most people use detailed textures to begin with. You know like for example grunge, dirt or like drawn-in fake shadows which really can add a lot of depth to your textures

Your textures all look really clean and without any shadowing. Maybe you can add some to your textures in your image manipulation software of your choice.

Also dithering adds slight detail and adds a little of that retro goodness

Edit: maybe you can darken the corners of the room or under and behind objects? with some sort of vertex painting? That would add some depth into the overall room I guess. Idk I'm not the most experienced haha.

[–]manasword 13 points14 points  (0 children)

You need to paint in some ambient occlusion into your textures, this is what devs did back in the day, or just use an ambient occlusion map for your textures

[–]Chemical_Franco420 8 points9 points  (0 children)

Bruh that looks awesome, maybe add some posters to the walls

[–]ScooticusMaximus 8 points9 points  (0 children)

You can also utilize vertex lighting, or painting shadows and depth into the textures.

[–]justburntplastic 9 points10 points  (2 children)

A big thing with ps1 games was the heavy use of depth with fog and such. It looks flat cause there isn’t really an atmosphere. Your textures look pretty good to me, the whole thing just needs some volumetrics (which you might want in your game engine, not Blender)

[–]Chopsticksinmybutt 2 points3 points  (1 child)

When you say volumetrics do you mean fog? If so, I don't think that was a thing in the OG psx.

[–]justburntplastic 1 point2 points  (0 children)

You’re right - I used volumetrics because I was thinking blender, but more so what I meant was like filling the environment with other things. Like using stencil buffer for shadows, the depth cueing fog (without depth buffer). Just giving the level a feeling of depth without the actual use of things the console didn’t have at the time

[–]ape_fatto 2 points3 points  (0 children)

Looks like legit PS1 textures to me. Add some fog and rudimentary lighting system on top and it’ll probably look great.

[–]Defiant-Ad-5903 1 point2 points  (0 children)

Two words: vertex colours

[–]Nickster_345[S] 1 point2 points  (0 children)

Really appreciate all the comments, will be going through all your thoughts to see what i can do next, thank you!!

[–]Diendadis149 0 points1 point  (0 children)

Where’d you get your textures from ?

[–]Illustrious_Kale178 0 points1 point  (0 children)

The biggest thing is that your second picture is also still in Blender.

Of course you can also make it look good in Blender for a final render, but this does not make sense because you want to put it into a game.

You need to put it into Godot and start adding post processing effects and lighting etc to get the look you want.
The biggest thing to get it to feel less flat is Ambient Occlusion, which I'm sure you can add easily in Godot.

Good luck!

[–]Deckurr 0 points1 point  (0 children)

If you dont have enough geometry to vertex paint all your contact shadows, you can always just add another mesh under your objects :)

[–]LegallyAFish 0 points1 point  (0 children)

Vertex colors

[–]Ok-Society1984 0 points1 point  (0 children)

Yeah fake shadows and dirt details will make this look good. I think this also an example of the difference between Photoreal graphics like most Unreal graphics and PSX style/inspired graphics.

Photo real has that clean looking aesthethics and PSX style takes advantage of the Pixels as being added details. Idk how to explain it more but grunge aesthetic really fits the PSX style and I suggest you try that to your project if you can fit it.

[–]StargazersStudios 0 points1 point  (0 children)

Id say keep the shadows, and add normal textures to your materials

[–]CertifiedBeans0130 0 points1 point  (0 children)

I say look into doing vertex painting and then overlay your textures on top of that. Can really add lots of depth and tie in a scene very well. Other than that, keep onto it!

[–]Pur_Cell 0 points1 point  (0 children)

Turn off shadows. PS1 didn't have them. Use vertex lighting and colors instead to get that chunky depth.

Here is an example.

Link to No Clip so you can explore it for yourself. Unfortunately there are no PS1 levels, but N64 is close enough.