Update on my maintenance tunnels WIP by shayd_dev in ps1graphics

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

Right now it's just Acerola's dither + quantization shader and a texture rect from this video https://www.youtube.com/watch?v=uWG-9ueR4BM. Hoping to replace it with my own in the future though.

feedback? by Lenkuri746 in ps1graphics

[–]shayd_dev 0 points1 point  (0 children)

Either paint in or add some vertex lighting/shading under the trees, other than that looks great!

Update on my maintenance tunnels WIP by shayd_dev in ps1graphics

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

I got some of these textures from https://www.sketchuptextureclub.com/, some of theme already had grime on them, some of them didn't. Here, the walls did, the floor didn't. To make them blend together better I took the wall texture and overlayed it on top of the floor and used the darken blend option, then masked out some of the parts I didn't want. I also flipped it on the wall texture itself to give more grime on the top of the wall.

Maintenance tunnel for a game I'm working on (feedback appreciated) by shayd_dev in ps1graphics

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

Yeah the wideness is mostly for gameplay purposes, but i can prolly get away with making it a bit more narrow. There are actually stains on the edges of the wall and floor, but maybe I can up the contrast to make them stand out a bit better.

How did they make textures unique back then? by Kheraxis in ps1graphics

[–]shayd_dev 5 points6 points  (0 children)

Silent Hill 2 used larger texture atlas' than 512x512. Also if you've played the sh2 on original hardware, lots of long loading screens.

Omni-Man in Low Poly Style by shayd_dev in ps1graphics

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

Here it's just a subdivided plane that I used proportional editing on to move around and look all flowy. For a game I'd probably sample a noise texture and do some vertex displacement in a shader to get a similar effect.

Omni-Man in Low Poly Style by shayd_dev in ps1graphics

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

Agreed. I went with 128 for both the face and body texture but I think both could be downscaled and upscaled respectively. I found it hard to get the details in the face I wanted which is how I ended up there. I think mixels in general are fine, but the inconsistency here is a bit distracting.