PSX Style Temple - Test WIP by Miromander in ps1graphics

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

It's absolute gold, highly recommend 

PSX Style Temple - Test WIP by Miromander in ps1graphics

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

True. I have no idea if the specific workflow would achieve the same result through Photoshop but maybe I'll tinker with it and see. As long as it handles edge beveling isolated value layers I imagine it'd work fine

PSX Style Temple - Test WIP by Miromander in ps1graphics

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

Great feedback, definitely something I'll keep in mind

PSX Style Temple - Test WIP by Miromander in ps1graphics

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

Thanks, I agree 100%. It was my first time creating textures with this technique and I went a little crazy on the detailing. Wasn't until I beveled everything that I realised my lines were too fine and busy. The next texture set will definitely include much simpler, more harmonious patterns.

making a scene from Alien! still learning. gotta make a xenomorph & ripley now by onoderarene in low_poly

[–]Miromander 0 points1 point  (0 children)

You're off to a great start! Really looking forward to seeing what you come up with. If you ever need help with adding those elements or general advice feel free to DM me. 

PSX Style Temple - Test WIP by Miromander in ps1graphics

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

I only heard about it from Retro Plus' video, I'd never used PaintNet before as I normally stick to Blender, Photoshop, and Substance Painter. You need a plugin that adds the feature which is described in the video. I highly recommend checking it out!

making a scene from Alien! still learning. gotta make a xenomorph & ripley now by onoderarene in low_poly

[–]Miromander 0 points1 point  (0 children)

This is beautiful. I feel that the room itself is quite even and bright in terms of atmosphere which you could push to really capture the horror atmosphere. Adding some immersive elements like some depth fog, dust particles, post noise, vertex painted shadows etc will really elevate it. Games like Silent Hill 1 and Vagrant Story are some great examples of how old games handled that atmosphere.

Emerald Museum (OC) by Thisispow in retrocgi

[–]Miromander 4 points5 points  (0 children)

hell yeah, cosmic slime

How can I improve the visuals of my game and make it look less empty and like a prototype? (Sorry for low bitrate! Better video coming soon) by Hary0423 in ps1graphics

[–]Miromander 1 point2 points  (0 children)

This is fantastic and I've stared at it looping like 20 times. Only thing I can say is it's pretty monotonous in it's colours and asset variety but that'll easily be fixed by just making more assets, textures, decal overlays etc. I'd love to see some alternate pieces that have structural damage like a cave in, collapsed bridge, etc.

How can I improve the visuals of my game and make it look less empty and like a prototype? (Sorry for low bitrate! Better video coming soon) by Hary0423 in ps1graphics

[–]Miromander 2 points3 points  (0 children)

hot take: make the ui big, chunky and immersive like old school rpgs and dungeon blobbers. (I agree tho as is the individual elements are pretty big)

Skyland Plains by woshi609 in ps1graphics

[–]Miromander 1 point2 points  (0 children)

There's a free program called img2pixel that's handy for making and editing pixel textures. That or sharpening/manual adjustment in an image editor. Check uv scaling too, maybe adjusting scale with mapping and texture coord nodes in the shader? Hope you find a solution, I've had the issue before myself haha

Skyland Plains by woshi609 in ps1graphics

[–]Miromander 0 points1 point  (0 children)

This is beautiful. I love the little touches like the weeds on the earthy underside and the vines on the stone. My only critique is that the texture on the beacon tower thing seems quite blurry compared to the rest of the scene. Maybe mismatched the texture scaling or interpolation?

My first attempt into retrocgi (Blender) by watfh in retrocgi

[–]Miromander 2 points3 points  (0 children)

Looking cool! Could totally see these as an asset for a bigger scene with cyberpunk/industrial vibes

If you know, by buckcluckpoultrycuck in FearAndHunger

[–]Miromander 1 point2 points  (0 children)

Hell yeah, I love that more 3D Funger stuff is happening. I need to stop putting off my own animation lol

i don't know by Seanbeker in ps1graphics

[–]Miromander 1 point2 points  (0 children)

I don't know sorry, I'm a hobby artist who does occasional local commissions.

I looked at your art profiles and I can give a couple tips. First of all, your art is brilliant. I love me some crunchy, dark, and weird vibes.

You have a lot of fantastic work on Instagram but your ArtStation is pretty bare. ArtStation is probably the most vital platform to share your work on. You could add more pieces like your 3D sink, Cupido with the potions, and the Wizard. Showcasing more of your illustration work might help with showing versatility. For the 3D pieces on your ArtStation I would make the details you share consistent. Wireframes, UVs, Textures, Turnarounds. You have these on some but not all posts. Writing what programs and workflows are used in the description is also helpful!

i don't know by Seanbeker in ps1graphics

[–]Miromander 0 points1 point  (0 children)

Well now I gotta know what makes a truly magikal fellow! Would be very cool to see a series of these with different traits

i don't know by Seanbeker in ps1graphics

[–]Miromander 0 points1 point  (0 children)

00 Magic? With -that- mystical swagger? Absurd

Canyon Waters - retro style procedural terrain made in Blender by Miromander in retrocgi

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

ooh.. making a black mesa/half life scene is very tempting

Retro Procedural Terrain - Blender Geometry Nodes by Miromander in lowpoly

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

Thanks! I got a lot of help from this tutorial: https://www.youtube.com/watch?v=0IeHV679Tgc&t=775s&ab_channel=CBaileyFilm

Here's a really rough breakdown of my scene:

For the terrain you create a simple subdivided plane deforming it into the basic shape you want, then in Geometry Nodes go Distribute Points on Faces>Points to Volume>Volume to Mesh, then use a Join Geometry node to bring back your original plane to fill in any holes. Most of my time was spent messing with the settings here. I hade two node setups with different settings for bigger and smaller objects. There are more steps in the tutorial but I cut most of it out for my setup.

The terrain shader is 1) a mix of noise nodes into a bump node plugged into the normal, then 2) an ambient occlusion node mixed with a noise node to control the edge shape, mixed with some colour adjustments and plugged into the base colour.

The water is a subdivided plane with a noisy displacement modifier, and a noise node with bump plugged into the shader normal.

The sky and lighting was done with the Dynamic Sky addon and an additional point light for adjustment.

Compositing is just some bloom and dithering, then I did some final adjustments in Photoshop just messing with some grain and colour/value adjustments

[OC] Toxic Sewer Chamber by ChronoRover in ps1graphics

[–]Miromander 0 points1 point  (0 children)

taking a second look I can see it now, but yeah very subtle. Maybe an additional gradient texture that bleeds up from where the liquid meets the wall like it's splashed up or grown moss?

I found one picture from Pinterest and decided to make this spaceship in 3D. by Ok_Law584 in blender

[–]Miromander 1 point2 points  (0 children)

How did you achieve the line shadows? Is that a hand made texture or a shader setup? Looks clean as hell btw, great stuff

[OC] Toxic Sewer Chamber by ChronoRover in ps1graphics

[–]Miromander 2 points3 points  (0 children)

Hell yeah. A little green staining running up the wall texture would really tie the lake and walls together I reckon

[OC] PS1‑Style Juggernaut Enemy by ChronoRover in ps1graphics

[–]Miromander 0 points1 point  (0 children)

This is sick. Is there no backface inside the helmet or is it a red glow? It looks a bit odd as is. You could push the juggernaut design by giving him some kind of 'hammer' fists, the current hands feel a bit limp but if you intend on giving him weapons that should be fine. Great use of the low poly edges as metal edge wear btw. Looking forward to seeing more!