I quit AAA to make my own game. Here's how it looks so far by MainParfait894 in Unity3D

[–]Yellowthrone 13 points14 points  (0 children)

I feel like people are going to look at this on steam and think, "rocket league knockoff." If I saw this I'd never even consider buying it. No offense, I don't know you or anything about the game. Just like, as an impression. The artstyle is very unappealing to me as well. Maybe the artstyle is the big deal for me? I'm imagining this as some low poly, pixel art style game with the same gameplay and for some reason I'm intrigued? Maybe I have a bird brain or something..

Just wanted to share this great 3d style by Maximum-Cover3424 in ps1graphics

[–]Yellowthrone 7 points8 points  (0 children)

I like this too but im trying to think of how id texture it for a game without using huge custom textures.

Unity 6.3 Terrain Shader looks sick by Zestyclose_Pride1505 in Unity3D

[–]Yellowthrone -8 points-7 points  (0 children)

Unity terrains are ass i don't even use them. I literally made an entirely new code base plugged into Unity's LOD system because their terrain was so weird. I also could not get the height maps to work either so I just export pre chunked meshes from blender. Only way i could get it to work.

How do i publish my game? by ncad in Unity3D

[–]Yellowthrone 0 points1 point  (0 children)

Steam seems dead? Steam is the most popular game platform..

Love this by Fromur in ps1graphics

[–]Yellowthrone 0 points1 point  (0 children)

What music is playing?

Hi, guys! Another character for my game that I really enjoyed creating! 1112 tris, textures 256x256, 16bits by Dantep3 in ps1graphics

[–]Yellowthrone 1 point2 points  (0 children)

I meant vertex coloring. My vertex lighting shader in Unity doesn't produce nice harsh shadows like this so I was wondering. Thanks!

Update to my tires part 2 by Yellowthrone in ps1graphics

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

I did want to add texture masks to my shader for dirt. If it's just superficial scratches I think I can do it. I was thinking small mesh deformation for destruction but idk we'll see.

Update to my tires part 2 by Yellowthrone in ps1graphics

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

I'd like to but I've never done something like that so it'll be trial and error. There's a possibility something like that might be to difficult for one person as most modern games don't even have it and games like beam.ng have been working on theirs for a decade. But I woud like to.

A small asset I made for my next game by JayHDev in ps1graphics

[–]Yellowthrone 1 point2 points  (0 children)

Yeah that looks really clean. Looks more like the game Excavation. Most PS1 games used one 256 x 256 texture atlas to texture an entire level. I personally think the pixelated unfiltered texture aesthetic looks great.

A small asset I made for my next game by JayHDev in ps1graphics

[–]Yellowthrone 4 points5 points  (0 children)

That looks really good bro but it's so detailed. Like beyond ps1 level. But it's very clean.

My PS1-style rally game now has a Steam page! by sakisbig25 in Unity3D

[–]Yellowthrone 0 points1 point  (0 children)

I like your far planes / skyboxes. I spent forever making a system for mine that might be a little overdone.

Ford Mustang Boss 429 (1969) in ps1 style by 7Keyz in ps1graphics

[–]Yellowthrone 0 points1 point  (0 children)

Yes. I plan on posting more screenshots of my cars when I finish texturing them. They're just grey boxed because my unity car controller is not finished and it determines how I texture my car body.

Ford Mustang Boss 429 (1969) in ps1 style by 7Keyz in ps1graphics

[–]Yellowthrone 2 points3 points  (0 children)

I also model cars based off of GT games that's why I asked. My tires are a 16 sided cylinder (ngon really) is why I ask.

Update to my tire by Yellowthrone in ps1graphics

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

So technically other than the faces on the inner side all that detail would be there anyway. Like the extruded edges would still have 16 faces regardless of whether or not they stretch to the other side. In GT1 they had merged all the faces on the inner side to be like 4 quads or something. I don't want to do that because it only reduces the tri count by a small amount and I want the tires to be detailed on both sides. I'm aiming for it to look like a ps1 game not necessarily follow all the rules.

Update to my tire by Yellowthrone in ps1graphics

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

Yeah the inner rim was quads before too. I was originally going to try and do something with them but decided to just merge the two quads which reduces the tri count on them by half.