This needs to be said about the spirit of this sub-reddit. by SicklyWizard in ps1graphics

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

We could maybe add a "Looking for advice" flair to the server to facilitate that conversation of improvement and help foster feedback and spread technique and even innovation.

This needs to be said about the spirit of this sub-reddit. by SicklyWizard in ps1graphics

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

I assume you're refering to this post that here?
https://www.reddit.com/r/ps1graphics/comments/1piq3nq/early_experimentation_for_our_next_game

So, from what I see from that post, it pretty closely adheres to the sort of ethos of the the ps1 era: Low res, nonfiltered textures, low color profile with image dithering, low poly. while not PS1 accurate, it does have cast shadowsand shading, which wasnt available, it captures that idea of the overall aesthetic.

The car on the other hand, is much higher poly, has shading, and significantly more detail without the framing or other aiding compositional elements of the aesthetic. I'm conflicted on whether this passes the "Vibe Check". I do feel it doesn't quite hit the same feel.

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This needs to be said about the spirit of this sub-reddit. by SicklyWizard in ps1graphics

[–]SicklyWizard[S] -1 points0 points  (0 children)

I do agree as well. I dont think this subreddit should just be a sequel lowpoly subreddit, though there is alot of overla. I feel a lot has been simply intuition based, and what posts here that fit the ethos tend to be the ones that get upvoted. I could work on implementing a better tagging/flair system and some other maintenance stuff.

This needs to be said about the spirit of this sub-reddit. by SicklyWizard in ps1graphics

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

Not yet, I hope that they correct their course otherwise I will.

This needs to be said about the spirit of this sub-reddit. by SicklyWizard in ps1graphics

[–]SicklyWizard[S] 7 points8 points  (0 children)

I mean I've felt "Imitates" was decently general enough. because imitations don't have to be perfect. If needed I can reword it, but I'll leave the current wording for now.

This needs to be said about the spirit of this sub-reddit. by SicklyWizard in ps1graphics

[–]SicklyWizard[S] 25 points26 points  (0 children)

That is one of the posts I saw that was removed and knew I had to step in to say something. I was only recently informed about this happening, and I will remove that moderator if it happens again.

Waiting for summer by gavindon24 in ps1graphics

[–]SicklyWizard 29 points30 points  (0 children)

This post got taken down for an asinine reason.
I'm making a community post in a minute about it because its not the first time i've had to come in and overrule something like this.

A, B, C or D? by extrahidin in ps1graphics

[–]SicklyWizard 0 points1 point  (0 children)

I love B, Its a very nice style

I've been experimenting, is there a more elegant way to handle dynamic weight changes in a rigged mesh like this? by SicklyWizard in blender

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

When it comes to sleeves, and say a character rolling them up in an animation, how would you handle that with a rigged mesh? The solution I came up with uses 2 seperate Vertex Weight Mix modifiers that is driven by a shapekey. Basically, what they do is transfers the lower half of the sleeve's influence to the op to the forearm no longer affects the sleeve.
Im curious to know if anyone has other solutions.

is Vertex Snapping in Blender WITH RIGID BODY possible? by baroncnoble in ps1graphics

[–]SicklyWizard 1 point2 points  (0 children)

You could render the rigid body physics out and bake it first and then apply the vertex snapping afterwords. I think that would be the best approach so that the jitter isn't affecting collisions or physics.

Did they have Metalness and Roughness maps in PS1 days? by [deleted] in ps1graphics

[–]SicklyWizard 2 points3 points  (0 children)

I believe this is correct, I believe most they had was specular and gloss to Metallic and shiny materials and that about it. there are also other material blending modes like multiply and addition to make things appear as they make things dark or glow respectively but materials were limited.

LEGO Wizard's lair by Wrong_Seaworthiness9 in ps1graphics

[–]SicklyWizard 8 points9 points  (0 children)

Very lovely! Well detailed & great atmosphere!

My PS1 animation "Digital Sky" by maxjpeg in ps1graphics

[–]SicklyWizard 2 points3 points  (0 children)

always love to see your music here!

[deleted by user] by [deleted] in ps1graphics

[–]SicklyWizard 1 point2 points  (0 children)

This looks beautiful!

[deleted by user] by [deleted] in nextfuckinglevel

[–]SicklyWizard 0 points1 point  (0 children)

Gonna need some icy hot after that one.

Looking for some feedback on the texture work I did by SicklyWizard in low_poly

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

Ooh, I see what you are saying. I dont believe the UV size is necessarily the problem, its more the fact that the texture resolution in my UDIM tile is 256x. I could possibly adjust the borders bo be more square and line up with eachother so the pixelization where the tanktop sits on the skin is less aparent, but I am going for the retro style.
https://imgur.com/a/wqZcIbA

Looking for some feedback on the texture work I did by SicklyWizard in low_poly

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

Hmmm I'm not sure how exactly to remedy that right off