PS1 Graphics

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Showcasing the artistry and nostalgia of the iconic PS1 graphics style

founded 1 year ago
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submitted 4 months ago* (last edited 4 months ago) by [email protected] to c/[email protected]
 
 

This tech should not be forgotten, it is good enough all on its own.

No textures anywhere in this scene. Badger's eyes are a separate mesh (to have a shiny material, probably could be joined though) but everything else is its own mesh, and the saucer has a glow effect on the bottom and notches (the dome is just smooth shaded).

Forgive any lazugliness here, haven't done much in a while and this isn't for anything other than fun/testing. Also odd trying to test things that use vertex colors in the way I want to show while also being easy enough for me to create.

Would like to use stuff like this with Godot (locked into 3.X for the language that I want) or Raylib, I wanted 2D but this is supported better (though it is a bit higher of a barrier). Haven't tested it yet, I assume some of the methods I used (flat shading, face colors aka face masking) increase vert count (assuming they don't cause issues, like rendering via ~~Eevee~~ Cycles causes visible triangulation).

Aesthetic notes: I prefer the native-resolution look (no pixel filter) and don't mind materials/effects (if it's not too intensive). I'm not totally against textures, but I'd use them sparingly and grayscale (and maybe even general purpose patterns that are used in multiple places).

Vertex color skyboxes are magic, too. Not attempting that yet, but a tool does exist for it.


Blender side note: I made a spiral vase via modifiers (yes, because Spyro 2 vase), I don't suppose it is possible to

  1. get hard edges without altering mesh (rebuild) or applying modifiers

  2. put vertex color stripes on dynamically without applying modifiers?

  3. use geometry nodes for something like this viably?

Also separate note, but I assume greasepencil would be useful for things like wall art or even cutscenes. Probably not so much for 2D if it needs to be rendered out first.


EDIT: New thread, banana and peel (and an office plant in the comments)

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Ps2 graphics (media.kbin.social)
submitted 6 months ago* (last edited 6 months ago) by [email protected] to c/[email protected]
 
 

Just made a ps2 graphics magazine so you can upload ps2 nostalgia or post kind of the same here but to find it just type in the search bar ps2 graphics

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Any recommendation for an object modelling application (free+Linux support), or is Blender the only go-to? I want to do basic #lowpoly models and vertex colors as well (textureless, at least early on). Maybe (skeleton or vertex) animations?

In the tinkering stage now, currently have tried Raylib (have done stuff for 2D polygons but seems pretty limited, also note I want to use it with Nim-lang). I figure 3D might have better support here (due to the format), though maybe some other framework would be better too? Spyro is some inspiration/motivation here with vertex colors used for effects (also, vertex skybox).

Some type of gridmap editor (crocotile, cube 2:saurbraten) might be viable to make object models (unsure of for characters and vertex colors) but I haven't checked them out. Also looked at Gamefromscratch's stuff and didn't really find much. Dust3D is a thing but I don't think that's the type of workflow I want (maybe for an organic character).

#ps1graphics

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