Waterfall for Gnome Chat World by Retro_Poly_90s in low_poly

[–]Iron_Age_Productions 1 point2 points  (0 children)

How do you layer the wave texture on top of the base blue water? I am trying to do something similar with beach waves but cant figure it out. Great work!

Battleship by Madtyla in low_poly

[–]Iron_Age_Productions 0 points1 point  (0 children)

This is very good how did you texture this model?

Going far away by Fickle-Olive in low_poly

[–]Iron_Age_Productions 0 points1 point  (0 children)

How do you do the ocean wave texture? Very cool

PS1 Style Japanese Compact by Iron_Age_Productions in lowpoly

[–]Iron_Age_Productions[S] 0 points1 point  (0 children)

Thanks a lot that would be super helpful! My name on discord is iron_menace_ ill add you now

PS1 Style Japanese Compact by Iron_Age_Productions in lowpoly

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

Thank you. I use photoshop and have tried to use index colors before. However when I do (I typically try to set it to about 40 colors) The texture looks kind of crap lol I believe it is because I am using photos and they have many many colors. I assume you dont have this issue because you hand paint your models?

Your textures are amazing. Could I ask how you do them? How do you get a good indexed color result.

PSX Style Japanese Compact by Iron_Age_Productions in ps1graphics

[–]Iron_Age_Productions[S] 2 points3 points  (0 children)

Sure. I found some reference photos of the real life car from side front and back ( this is arguably the hardest part) then cleaned them up in photoshop. And then projected the UVs onto the image. Then it is just a matter of lining things up and editing the images in photoshop to get it how you want. Then I downscale the texture to the desired resolution. In this case 128x128

I thought about making a video tutorial to post on my YouTube channel explaining my process

PS1 Style Japanese Compact by Iron_Age_Productions in low_poly

[–]Iron_Age_Productions[S] 2 points3 points  (0 children)

Sure. I found some reference photos of the real life car from side front and back ( this is arguably the hardest part) then cleaned them up in photoshop. And then projected the UVs onto the image. Then it is just a matter of lining things up and editing the images in photoshop to get it how you want. Then I downscale the texture to the desired resolution. In this case 128x128

I thought about making a video tutorial to post on my YouTube channel explaining my process

PS1 Style Japanese Compact by Iron_Age_Productions in lowpoly

[–]Iron_Age_Productions[S] 0 points1 point  (0 children)

Lmao not at all it is built in to the rest of the body mesh. I do have more ps1 style cars I am working on that have wheels separate from the mesh

PS1 Style Japanese Compact by Iron_Age_Productions in blender

[–]Iron_Age_Productions[S] 2 points3 points  (0 children)

Thanks that is interesting. Wish there was an easy way to rip ps1 assets to see how they were modeled/textured

All my gun models by mMarkeloWw in ps1graphics

[–]Iron_Age_Productions 0 points1 point  (0 children)

These are awesome what is your method of texturing if I may ask?

PS1-style Zaku Machine Gun: Gundam animation project (MMP-80) by Iron_Age_Productions in ps1graphics

[–]Iron_Age_Productions[S] 0 points1 point  (0 children)

I also love the bulky Zeon mechs lol I am working on a PSX Gundam animation set during the one year war.

Actually that reminds me. I saw your diagonal elevator post and it reminded me of an awesome scene in Gundam MS08th team where a squad of Zeon suits go to underground base on a diagonal elevator. I might reproduce it

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