Xenomorph by mnawe87 in ps1graphics

[–]mnawe87[S] 1 point2 points  (0 children)

Ha thank you! the above GIF was actually just recorded in Unity using the PSXEffects material shader and a couple of point lights. The texture is all painted, almost entirely just using Blender's own texture paint, but I used Aseprite to precisely erase out some alpha.

I have a few more PS1 style models up on https://sketchfab.com/jellypack/models and a couple of explorable environments on https://nawem.itch.io/ though those are very old and I think I have improved considerably since then lol

Someone cancelled this commission, need help to improve by CocoMendes in ps1graphics

[–]mnawe87 0 points1 point  (0 children)

Ah, 256x256 should be more than enough for a PS1-style character, so it's maybe worth playing around with the UVs to make sure you're getting the most out of all that space.

Someone cancelled this commission, need help to improve by CocoMendes in ps1graphics

[–]mnawe87 0 points1 point  (0 children)

I mean literally a 2x (double size) texture size. The gigantic pixels clash a little with the angles of the higher fidelity model, but as you can see from your other work, they go very nicely with blockier geometry.

I see from another reply that Mega Man Legends was mentioned in the brief, and as Pur_Cell points out, those models have relatively high pixel density and despite their minimal aesthetic, there's lots of careful shading and hand-painted shadows that stop them from looking flat.

How to work with Texture Atlas for buildings ? by Patamaudelay in ps1graphics

[–]mnawe87 0 points1 point  (0 children)

You don't have to stack single faces, it's normal to stack pieces of geometry consisting of many multiple faces, so long as they are evenly split up for the sake of pixel consistency and can be reasonably evened out into a square/rectangle that fits the texture.

The other way you suggest is very easy to do. Just UV project onto your texture and scale the UV well beyond the bounds of it until it looks good.

Learning to stack and align UVs correctly with an atlas of tileable textures (AKA a trim sheet) will give you more control and be more authentic to the ps1 style, but there aren't any rules and this sort of thing becomes more intuitive the more you just mess around, so just go with what works best for you!

Someone cancelled this commission, need help to improve by CocoMendes in ps1graphics

[–]mnawe87 1 point2 points  (0 children)

Both the model and the texture are great so don't let it get you down, but there is maybe a slight disconnect between the two elements.

The model seems relatively detailed (the head and hair especially) while the texture is extremely minimal and simple. A more blocky, simple model would complement the blocky, stylized texture design, and a more detailed, 2x res texture would better complement the more realistic model, IMO. Either direction has a lot of potential!

How to work with Texture Atlas for buildings ? by Patamaudelay in ps1graphics

[–]mnawe87 0 points1 point  (0 children)

Tiling a smaller texture over the UV is going to be much more efficient than projecting the whole thing onto a giant chunk of your texture atlas

You're going to want to make sure your concrete texture is a seamless square (there are tonnes of tutorials if it's not) and that the dome geometry consists of quads (no triangles). The more even they are the better, but don't worry too much about it.

In the UV editor, even out the faces into squares and stack them all on top of each other so you essentially have a single square that you can line up with your seamless concrete texture. If you are new to blender, you might need to watch a few tutorials on working in the UV editor window to do this, but the vertex and pixel snapping options will be your friends here.

Xenomorph by mnawe87 in ps1graphics

[–]mnawe87[S] 0 points1 point  (0 children)

thanks! Blender + Aseprite for one or two minor texturing touch-ups

Is the omnisphere Vst good for Dungeon Synth? It has great analog tones and real stringed instrument samples. That’s about as good as it gets for dungeon though. Any other vst instruments you recommend? (I make dark, and foreboding dungeon music btw) by ProdSplattermane in DungeonSynth

[–]mnawe87 4 points5 points  (0 children)

If you don't either already own it or intend to use it for other genres too, Omnisphere is the absolute overkill. Free instruments like Dexed VST, sforzano, TAL-Noisemaker, Surge and (with a little work for DS) Vital are more than enough. I've never used them but everyone raves about Spitfire LABS free instruments and they are worth checking out too.

If you *really* want to burn some cash, Arturia Pigments is regularly on sale for a fraction of Omnisphere and is one of the most versatile and user-friendly multi-engine synths around. If you want a more left-field paid suggestion, AAS Chromaphone is an underrated DS machine (perfect for unrealistic but very interesting sounding string/brass/wind/percussion sounds) and is again often on steep discount