As I started this video I was thinking oh it would be cool if someone made videos like this but showed how to do it on several engines. Absolute legend over here
Oh 100% I love this style but the trees and fauna as well low poly models look terrible. I am using this shader for my animation series everything will blend so much better making it retro it’s tough to get all your mediums looking correct in 3D I am pixelating all my textures images I am not going for hyper realism. This style really helps my textures all blend together when u pixelate them. This style adds so much to horror though so much of good horror is what ur imagination can’t make up the pixelation and other effects on here do so much for that. If u use Ai for a few props it can help with textures not being seamless, if u make creepy pasta esk photos with pixel art and photoshop it enhances that the list goes on and on for what this style does good. But I could not agree more there r certain things that it does drag down the quality having certain textures without maps, or trees like so but yah it’s subjective I just have a very particular vision that will encorporate early 2000s 3D models, 2D style texture art & this retro render settings I would never opt to do full retro cuz yah some of that stuff like I mentioned low poly models look like digital barf and is really lazy but to each there own obviously
In unity it should be possible to either change the resolution scaling or render everything using a lowres camera onto a plane that will be attached to a main camera. Both will avoid an unnecessary overhead of rendering everything fullres before downscaling. But honestly though, at the PS1 level of fidelity the fact that you render it at highres before downsampling will not matter on the modern hardware even if you render it at 8k.
@@MaxYari Exactly, I've talked about this method on this channel before and it will be more performant. But I'm not concerned about performance in this video, rather the ease of use and features that this package provides. If performance is an issue then I would recommend doing the render texture method.
I'm new to coding and game making. Been in construction for years and wanted to write scripts for movies, but thought this would be better since it would cost a lot. I could probably design places to be more believable and to scale, but wondered if it's possible to model everything in just Unity, or better to just do that stuff on other software like Blender? I think that's what others do, but I thought it was just a preference.
Unity really isn't designed for modelling at all, outside of things like ProBuilder it really doesn't have any modelling capabilities. I would strongly recommend learning blender
Man you just saved my life. I really mean that. i have been struggling for 2 years to know how to have retro (2000) style game like mafia 1 on Unity Engine .god bless you. can you help me out how to have an old engine like LS3d or any other
@@AdrianGhastly Im a little late but here is the way to fix it: Simply turn on "UseCameraCliping" in the surface inputs of your material, its the third checkbox (jiter is the 5th). Hope it helps. :)
@@MitrousisNikos thanks for this. Hopefully it helps someone else with this problem. I honestly don’t remember what I ended up doing but I think I ended up using a different plugin lol
@@AdrianGhastly haha I see same goes for me I ended up using a different plugin but it’s a really nice plugin, for some reason all the material that I had with the plugin on them didn’t react to light, so in a horror game they look like a bright glowing object in the middle of the night, not the best look. xD
Quick question, I know how to add transparency since my files are png, but changing to the PSX shader takes away that same transparency, I already tired the (now) 3 different PSX shaders, even the one with supposed transparency, which makes the whole model disappear, none of them work on the transparent part... Am I doing something wrong?
While my computer my be doing more work to look like its doing less, it was certainly still more work on the part of the developer to develop a game back then than it is now. We take for granted how easy tools like Unity make it to develop
@@hackticdev I was basically talking about the looks of games, not the entire development process. =) Back in the day, you did your "normal" graphics work to achieve the games. Now with less work, we can do so much more graphics wise and we need to invest additional effort and effects, to emulate, what couldn't be done with those old machines. :b
@@MadHatProduction017 learned that long ago when in my personal life i decided to stop lying altogether. And i realized people really dont like truthful people 🤷 but i dont care. I find being honest is liberating. On the engine front, i get why people used unity. They used to have a better deal for monetization and use. But now unreal, make 1 million revenue, then they get 5% after that. That isnt a huge loss. And if you sell on the epic game store, they wont even take the 5% which for some is a huge boon. And you could then email/negotiate buying a license outright. And you have the money to do it. So now you have a permanent license that you can make games and retain all revenue. Its huge. For a solo game developer for example, 1 million dollars? Thats a lot of money. If you happen to sell your game enough times to pull in that kind of money. The feature set, nanite and lumin, and other various aspects. Its just a better engine. And even though people say "you cant do 2d" you can....
Some Game devs might be going for a certain aesthetic, especially within the horror genre. As well as in some cases, it makes the game easier to run on lower end consoles/pcs
As I started this video I was thinking oh it would be cool if someone made videos like this but showed how to do it on several engines.
Absolute legend over here
i expected the same advise here like the one from another youtuber:
dont use the ps1 style as a excuse for low effort model / textures
So true
Yes! A cohesive art direction is always the most important thing no matter what art style you are using.
Oh 100% I love this style but the trees and fauna as well low poly models look terrible. I am using this shader for my animation series everything will blend so much better making it retro it’s tough to get all your mediums looking correct in 3D I am pixelating all my textures images I am not going for hyper realism. This style really helps my textures all blend together when u pixelate them. This style adds so much to horror though so much of good horror is what ur imagination can’t make up the pixelation and other effects on here do so much for that. If u use Ai for a few props it can help with textures not being seamless, if u make creepy pasta esk photos with pixel art and photoshop it enhances that the list goes on and on for what this style does good. But I could not agree more there r certain things that it does drag down the quality having certain textures without maps, or trees like so but yah it’s subjective I just have a very particular vision that will encorporate early 2000s 3D models, 2D style texture art & this retro render settings I would never opt to do full retro cuz yah some of that stuff like I mentioned low poly models look like digital barf and is really lazy but to each there own obviously
so you are rendering to a highres buffer and then pixelating later, what a waste of resources
This is intended to be a beginner friendly method, you can of course do that if you're so inclined
No@@hackticdev , I think you misunderstood, I think he's claming/asking if rendering to high-res and then pixelating is what you are doing here.
In unity it should be possible to either change the resolution scaling or render everything using a lowres camera onto a plane that will be attached to a main camera. Both will avoid an unnecessary overhead of rendering everything fullres before downscaling.
But honestly though, at the PS1 level of fidelity the fact that you render it at highres before downsampling will not matter on the modern hardware even if you render it at 8k.
@@MaxYari Exactly, I've talked about this method on this channel before and it will be more performant. But I'm not concerned about performance in this video, rather the ease of use and features that this package provides. If performance is an issue then I would recommend doing the render texture method.
What resolution is the texture in this video?
The textures vary between 32x32 to 128x128
Thank you!
Love and blessings.
Great that someone made a really good tutorial that did not last 20minutes. Straight to the point without yappin.
The before looks better than the after
I'm so sorry for you
isn't that the point?
@@hackticdev Yeah, he doesnt know what he is talking about
I'm new to coding and game making. Been in construction for years and wanted to write scripts for movies, but thought this would be better since it would cost a lot. I could probably design places to be more believable and to scale, but wondered if it's possible to model everything in just Unity, or better to just do that stuff on other software like Blender? I think that's what others do, but I thought it was just a preference.
Unity really isn't designed for modelling at all, outside of things like ProBuilder it really doesn't have any modelling capabilities. I would strongly recommend learning blender
Thanks man I was looking for a PSX material shader!
Man you just saved my life. I really mean that. i have been struggling for 2 years to know how to have retro (2000) style game like mafia 1 on Unity Engine .god bless you. can you help me out how to have an old engine like LS3d or any other
my psx shader doesnt work it just goes pink when i apply it on a material
Are you using URP? Pink materials suggest a problem with the shader.
@@hackticdev I didnt use URP. Thanks.
The jitter doesn't appear to be working in my scene, any idea why?
exact same with me too
@@AdrianGhastly Im a little late but here is the way to fix it:
Simply turn on "UseCameraCliping" in the surface inputs of your material, its the third checkbox (jiter is the 5th).
Hope it helps. :)
@@MitrousisNikos thanks for this. Hopefully it helps someone else with this problem. I honestly don’t remember what I ended up doing but I think I ended up using a different plugin lol
@@AdrianGhastly haha I see same goes for me I ended up using a different plugin but it’s a really nice plugin, for some reason all the material that I had with the plugin on them didn’t react to light, so in a horror game they look like a bright glowing object in the middle of the night, not the best look. xD
I don't think the after at 0:09 looks that good, it looks over saturated and the ground and the house kinda get mixed
You can also adjust the settings to your own taste. It doesn't need to be as saturated for example
how do i remove shiny thing
Nice guide dude
I'm no game designer but this video was very interesting
This is solid advice.
Pixelation does nothing to me when I enable it! Did I do something wrong?
Quick question, I know how to add transparency since my files are png, but changing to the PSX shader takes away that same transparency, I already tired the (now) 3 different PSX shaders, even the one with supposed transparency, which makes the whole model disappear, none of them work on the transparent part... Am I doing something wrong?
Kinda late but, on your material in the Suraface options there is a thing called "Surface Type" change that to transparent, problem solved. :)
Cheers mate
It is insane to think about, how today people need to invest more work to emulate the look of machines, which were doing less work.
While my computer my be doing more work to look like its doing less, it was certainly still more work on the part of the developer to develop a game back then than it is now. We take for granted how easy tools like Unity make it to develop
@@hackticdev I was basically talking about the looks of games, not the entire development process. =) Back in the day, you did your "normal" graphics work to achieve the games. Now with less work, we can do so much more graphics wise and we need to invest additional effort and effects, to emulate, what couldn't be done with those old machines. :b
thanks
this was very helpful
now do unreal engine, the only engine worth using....
No
Careful, people don't like hearing the truth
@@MadHatProduction017 learned that long ago when in my personal life i decided to stop lying altogether. And i realized people really dont like truthful people 🤷 but i dont care. I find being honest is liberating.
On the engine front, i get why people used unity. They used to have a better deal for monetization and use. But now unreal, make 1 million revenue, then they get 5% after that. That isnt a huge loss. And if you sell on the epic game store, they wont even take the 5% which for some is a huge boon. And you could then email/negotiate buying a license outright. And you have the money to do it. So now you have a permanent license that you can make games and retain all revenue. Its huge. For a solo game developer for example, 1 million dollars? Thats a lot of money. If you happen to sell your game enough times to pull in that kind of money. The feature set, nanite and lumin, and other various aspects. Its just a better engine. And even though people say "you cant do 2d" you can....
Quick question. Why do people want their game to look like a Playstation 1 game?
Some Game devs might be going for a certain aesthetic, especially within the horror genre. As well as in some cases, it makes the game easier to run on lower end consoles/pcs
"Why do rock bands want their guitars to be distorted?"
Have you played any ps1 game? Soul reaver, resi 2, resi 3, SOTN? They will answer your question.