And to think that people back then tried their best to make objects look as good as possible, in the limits of the technology available back then and now there's tutorials on how to make these low poly models since it became a retro style. :D
ps one did not use filtering but from what ı remember some games had it as an extra function so if you want to make a true ps1 style turn of the texture filtering or change it to nearest neighbor.
I loved the tutorial, very useful stuff. I learned a lot from your workflow. Altough, for more accurate PS1 style textures you could change the interpolation mode from 'Linear' to 'Closest'. The way you did also looks cool, but blurry textures fit an N64 aesthetic more than a PS1 aesthetic (this is basically the only significant difference between them, apart from vertex snapping). Btw, if you want to, you can simulate the PS1 vertex snapping effect inside of Blender by using a displace modifier set to global with a cell noise cloud texture as an RGB to XYZ map.
Hi! When Baking the model when the materials overlap, I try to prevent that with pixel margin set on 1 or 2 pixels, depending on the texture size, it helps a lot! You can find the option in the baking menu
Applying pixel doubling, effectively rendering the texture at half resolution, gives the game a nice, retro look. Also the video signal of the time was not exactly perfect. You can simulate this by switchimg from Full RGB to YCBCR 4:2:2 which guves the game a nice chromatic effect. Most noticeable on text as it appears blurry and pixelated just loke how it was at the time.
How does one do this in blender ? I couldn't find any YCBCR option in blender ? But I really wanted to get that slight chromatic look, especially on text. Thanks
that's ps2 for sure, ps1 car roof models ( most of the time ) don't exceed 3 poly lines on the roof of the car, giving it that distinct pinched triangle looking roof
You can just add an image texture ( in shader editor) and press new, then you can set resolution and other things. The texture I made in a program Quixel Mixer, it's free and really useful for making textures
@@blender_face I see 2 New types. When I had no image texture uploaded I saw the New button. But when I had a texture uploaded (nodes were already in place in Shader Editor) theres a New Image button. It has a resolution of Width and Height, usually at 1024 px. But when i change the resolution it has no effect, the texture still looks high quality.
Yeah, cuz you don't change the resolution of the actual image, when you press new there you create a sort of canvas. If you want to change some image's resolution, bring it to photoshop or gimp. There you can create a 256 by 256 file, bring your image, scale it, and save that as a copy. (Also there is a small program called powertoys, alongside a ton of cool stuff it has an image resizer tool, so you can check it out) Hope that helps
@@blender_face one last question. In your tutorial what's the purpose of changing the resolution to 256x256 if it doesnt change the quality of the texture?
I didn't say to change the resolution of some texture.I made 256x256 textures in mixer, where you set the resolution that you want. If you are talking about the I.D. map then you need to bake the texture. So you create a new image texture, and then bake in it
I mean, u can just start with texturing in blender, soo u will not have to do all that ID map making and proper UV unwrapping. But in a mean time u can start with my tutorial on texturing "Creating PBR textures" And then just dumb down the resolution. Hope that helps
It's not like he's running it on a PSX. It's emulation of a style that at the time existed purely due to hardware and platform limitations but ended up having a certain aesthetic that appeals to nostalgia.
You clearly weren't alive back then, it looks too low quality to even be ps1. Unless it was like a background model on the distance in a level. Look up gameplay of gran tourismo 2 bro. No offense but you have no idea what you are talking about. The video is good though, I'm not calling is work low quality. I'm saying he may have made it a little too old looking. I mean, there were games with this low of graphics but that was more around the PS1s launch and just games with bad graphics imo.
@@davido5317sorry but you first need yourself to know what you are talking about. And your comment shows that you don’t. I am going to be nice and restate so you understand what I mean with my first comment. With ps1 vs ps2 style I am not talking about how good it looks but from a technical standpoint. This model has more polygons than the cars of Gran Tourismo 2. It’s tech wise a lot more PS2 than PS1. The texture is also in higher res than PS1 games had in general. So again that is why I categorize it to PS2 style and not PS1 I mean how can you even make the statement you do to me here (like use things like “clearly” when it’s not clear at all or knowing my age) and not knowing such basic facts that is both easy to see in this clip and also easy to validate.
@@litjellyfish Bro who cares, I know exactly what I am talking about. I know how poly counts and texture resolution works im not an idiot. LOOK AT THE MODEL WITH YOUR EYES. If this model showed up in fucking metal gear solid 3 for the playstation 2 you would laugh at it. Yes its poly count is higher. I can make a effing default blender cube with subdivisions into the millions, it would technically still just be a cube. This model was made to look like a ps1 model not run on a ps1. He may not have limited the model to a certain polygon restriction because hes not designing it for a ps1 he DOESNT HAVE TO. If he did he'd do something called retopology where he would reorganize the geometry to be the same shape but use less triangles. It has a higher poly count but has an even lower geometric complexity than any of the car models in Gran Tourismo 2 and could easily be reduced to be less triangles because of that. It works the same way with textures I could take a 4k texture of four pixles and and put it on the car, it still wouldnt look modern it would stil be an appearent 4 pixels. You could upscale mario on the nes to 4k but it would still be 8-bit. So yes, you "clearly" do not understand any of this in any real capacity. But the funny part is you dont have to know you are wrong. Now that you have presumably done what I asked and looked up Gt2 gameplay I want you to go look up Gran Tourismo 4 Gameplay and look at the car models WITH YOUR FRICKING EYES. And actually come back and try to argue in good faith that the model that this guy made looks more like it belongs in that game than in gt2. I'll wait for you to prove you are genuinely delusional.
@@davido5317 it’s so simple and you still are babbling. Cars in gran tourismo have less polygons = less geometry complexity. And lower texture bit depth and resolution = the model and texture is PS1. The one in the clip here is not. He even states it in the movie. And other bring the same point as I in other comments. Sheesh… Gran tourismo cars are better / more optimized modeled yes. And much better textured = looks better than this. But again that is not what I reflected to but the fact that this model is more PS2 style than PS1. Accept the fact of that. If not you are just silly. Also there is a lot of ugly cars on PS1 with same count as in GT2 and also a lot of nice cars on PS2 games with similar model count as the one in the clip. So again yes this car is not optimized or good in any way. But it does not make it less PS2 era pure technically. Now I have restated and tried to explain this to you two times I hope it will sink in. And same as I did to check what you asked. Please look up the polycount of GT2 cars and compare it to polycount of the car in this clip. Those numbers will not lie to you And again as you still seems to miss it: I am not talking about the visual appearance of the car but the technical. I am totally with you that it do not look like a good PS2 car. But it do not look either like a PS1 car either really. It’s just… a bad looking car
@@davido5317 I split the comment to not mash all up. I am not saying that you are completely wrong but you seems to not have so deep level knowledge. Like the way you use retopology is not really correct. And of course that indicates that you don’t fully understand the terms you are using. Which is a bit… well ranging from not not good to embarrassing for you. Retopology is not about reducing polygons. That is pure optimization. Retopology is when you have a mesh where the polygons are uneven and can have bad stretching and size differences (bad topology duh) and you retopologize the model to create a quad mesh hull that is more even both for lighting and especially for mesh deformation. THAT is what retopology means. Not what you explained. Also to optimize this car apart from some polys at the back would greatly affect the siluette of it. Especially around the wheel insertions. And that would make it look like… wow what a surprise a PS1 model (that sometimes solved that with alpha textures to create smoother curve around that part. Another typical PS1 style identifier. So again that is why this model do not look like a typical PS1 model geometry wise but more tied to the PS2 era. Even if it would have been a pretty bad PS2 model. Now I need to sleep and hope that you finally gets more what I am trying to explain to you. It’s tiresome talking to a person that seem to lack real knowledge / experience in this field and still trying to sound like an expert.
"Sometimes i even leave n-gons on the models which is not good" If you don't care about triangulation or are satisfied with how it comes out, especially if your ngon is near planar, that's fine then. You aren't subsurfing them which is where ngons would be bad, and you probably wouldn't leave them in deformation areas. But no need to be too dogmatic. I mean most PS1 games didn't even have skinning so no deformation areas, just separate convex bodies, and only very minimal skinning later on usually without multi matrix blending. If you wanted to actually develop for the system or be extra authentic, you should ideally think about convex decomposition, to assist with Painter's Algorithm drawing without Z-buffer, and avoid thin long polygons because they tend to become holes, due to a bug in the edge rule in the Playstation hardware. And of course there is mostly no such thing as materials, with maybe some very deliberate exceptions. If anything were to criticise is not thinking along with texels because they come out pretty rough.
I really doubt that the headlights and hubcaps were modeled on the cars in PSX. That was not done and was left for the texture, too many polygons in those parts. That shouldn't be modeled if you're looking for an even more authentic PSX look but the video is fine. You should not model the headlights and hubcaps, just apply a texture that draws those parts and does not use polygons there.
Liked and subscribed, thanks for the info!
And to think that people back then tried their best to make objects look as good as possible, in the limits of the technology available back then and now there's tutorials on how to make these low poly models since it became a retro style. :D
ps one did not use filtering but from what ı remember some games had it as an extra function so if you want to make a true ps1 style turn of the texture filtering or change it to nearest neighbor.
I loved the tutorial, very useful stuff. I learned a lot from your workflow. Altough, for more accurate PS1 style textures you could change the interpolation mode from 'Linear' to 'Closest'. The way you did also looks cool, but blurry textures fit an N64 aesthetic more than a PS1 aesthetic (this is basically the only significant difference between them, apart from vertex snapping).
Btw, if you want to, you can simulate the PS1 vertex snapping effect inside of Blender by using a displace modifier set to global with a cell noise cloud texture as an RGB to XYZ map.
I love comments like these.
с первых секунд раскусил своего
обожаю этот родной акцент
Ëр велком ëпт
Наш элэфант
У него написано что он сегипта :) это египетский акцент:)
@@narilcrow не бывает египетского акцента
ГРЭЙТ ТУТОРИАЛ БРАЗЭР 💪🏻💪🏻💪🏻
Great, to the point, simple and easy to follow. This will definitely help improve my workflow!
Сэнк ю вери мач фо сач э грэйт туторал, камрэд!
Bro this is awesome! I would love to see your take on Ps1 style characters ❤❤❤
Thanks for the idea
Can you make a tutorial on how the material ID thing works? I didn't get that part
Hi! When Baking the model when the materials overlap, I try to prevent that with pixel margin set on 1 or 2 pixels, depending on the texture size, it helps a lot! You can find the option in the baking menu
“Sit down comfortably”
Me: currently laying down* oh, ok
Applying pixel doubling, effectively rendering the texture at half resolution, gives the game a nice, retro look. Also the video signal of the time was not exactly perfect. You can simulate this by switchimg from Full RGB to YCBCR 4:2:2 which guves the game a nice chromatic effect. Most noticeable on text as it appears blurry and pixelated just loke how it was at the time.
How does one do this in blender ? I couldn't find any YCBCR option in blender ? But I really wanted to get that slight chromatic look, especially on text. Thanks
Ай вил спик фром зе боттом оф май харт. Ю вери гуд туториал. Вери ундерстендабле энд профешыонал спеакер! Кип гоуинг.
Сенк ю май дир фриенд
I almost hate myself for being able to read this.
Awesome style, I think you balance of keeping the ps1 feel while using a bit more polygons👍🏻
2:25 the car from Sweet Bro and Hella Jeff
Is Quixel better for texturing?
In some areas, yes
that's ps2 for sure, ps1 car roof models ( most of the time ) don't exceed 3 poly lines on the roof of the car, giving it that distinct pinched triangle looking roof
Love your video 🔥🔥🙏🔥🔥
Thx)
You should use tris, not quads. They used to rely on three sided polygons back in the day
@@baileyharrison1030 Right
How do i set the resolution 256x256 in Blender?
What textures did you use for the car?
You can just add an image texture ( in shader editor) and press new, then you can set resolution and other things. The texture I made in a program Quixel Mixer, it's free and really useful for making textures
@@blender_face I see 2 New types.
When I had no image texture uploaded I saw the New button.
But when I had a texture uploaded (nodes were already in place in Shader Editor) theres a New Image button. It has a resolution of Width and Height, usually at 1024 px.
But when i change the resolution it has no effect, the texture still looks high quality.
Yeah, cuz you don't change the resolution of the actual image, when you press new there you create a sort of canvas. If you want to change some image's resolution, bring it to photoshop or gimp. There you can create a 256 by 256 file, bring your image, scale it, and save that as a copy. (Also there is a small program called powertoys, alongside a ton of cool stuff it has an image resizer tool, so you can check it out) Hope that helps
@@blender_face one last question. In your tutorial what's the purpose of changing the resolution to 256x256 if it doesnt change the quality of the texture?
I didn't say to change the resolution of some texture.I made 256x256 textures in mixer, where you set the resolution that you want. If you are talking about the I.D. map then you need to bake the texture. So you create a new image texture, and then bake in it
beautiful! thank you, friend.
i think the headlights are too detailed but besides that great job!
can you do a mixer tut?
I might, thx
What do you wanna see?
@@blender_face Im trying to get more into ps1 modeling, and I think this tool would help me.
I mean, u can just start with texturing in blender, soo u will not have to do all that ID map making and proper UV unwrapping. But in a mean time u can start with my tutorial on texturing "Creating PBR textures" And then just dumb down the resolution. Hope that helps
@@blender_face i think this would work, I'm trying to make a PS1 Inspired las Vegas, not all of Vegas bc that would take forever but yeah
Wow, this is really unhelpful!
don't you think that may could have too much polygons to be a ps1 style game model?
Since we aren't making models for ps1 so we can cut some corners. But it will help the style 0:54
It's not like he's running it on a PSX. It's emulation of a style that at the time existed purely due to hardware and platform limitations but ended up having a certain aesthetic that appeals to nostalgia.
what add on you use to organize the uv so well?
I just used blenders "pack Islands" option in the UV tab, and I used Text tools to make those colors (Material ID map)
i need help to create a ps1 stlyle road/terrain
Maybe I'll make a video about that
лондон из кэпитал оф грэйт британ
can i have this car model?
sure skfb.ly/oQULX
hey thanks a lot@@blender_face
Штирлиц никогда не был так близок к провалу
🤫
I need a tutorial on how to make the car jsjssj
Nice. But change the title to PS2 style. As it’s much closer to PS2 than PS1 in all areas :D
You clearly weren't alive back then, it looks too low quality to even be ps1. Unless it was like a background model on the distance in a level. Look up gameplay of gran tourismo 2 bro. No offense but you have no idea what you are talking about.
The video is good though, I'm not calling is work low quality. I'm saying he may have made it a little too old looking. I mean, there were games with this low of graphics but that was more around the PS1s launch and just games with bad graphics imo.
@@davido5317sorry but you first need yourself to know what you are talking about. And your comment shows that you don’t.
I am going to be nice and restate so you understand what I mean with my first comment.
With ps1 vs ps2 style I am not talking about how good it looks but from a technical standpoint.
This model has more polygons than the cars of Gran Tourismo 2. It’s tech wise a lot more PS2 than PS1. The texture is also in higher res than PS1 games had in general. So again that is why I categorize it to PS2 style and not PS1
I mean how can you even make the statement you do to me here (like use things like “clearly” when it’s not clear at all or knowing my age) and not knowing such basic facts that is both easy to see in this clip and also easy to validate.
@@litjellyfish Bro who cares, I know exactly what I am talking about. I know how poly counts and texture resolution works im not an idiot. LOOK AT THE MODEL WITH YOUR EYES.
If this model showed up in fucking metal gear solid 3 for the playstation 2 you would laugh at it. Yes its poly count is higher. I can make a effing default blender cube with subdivisions into the millions, it would technically still just be a cube. This model was made to look like a ps1 model not run on a ps1. He may not have limited the model to a certain polygon restriction because hes not designing it for a ps1 he DOESNT HAVE TO. If he did he'd do something called retopology where he would reorganize the geometry to be the same shape but use less triangles. It has a higher poly count but has an even lower geometric complexity than any of the car models in Gran Tourismo 2 and could easily be reduced to be less triangles because of that. It works the same way with textures I could take a 4k texture of four pixles and and put it on the car, it still wouldnt look modern it would stil be an appearent 4 pixels. You could upscale mario on the nes to 4k but it would still be 8-bit.
So yes, you "clearly" do not understand any of this in any real capacity. But the funny part is you dont have to know you are wrong.
Now that you have presumably done what I asked and looked up Gt2 gameplay I want you to go look up Gran Tourismo 4 Gameplay and look at the car models WITH YOUR FRICKING EYES. And actually come back and try to argue in good faith that the model that this guy made looks more like it belongs in that game than in gt2. I'll wait for you to prove you are genuinely delusional.
@@davido5317 it’s so simple and you still are babbling. Cars in gran tourismo have less polygons = less geometry complexity. And lower texture bit depth and resolution = the model and texture is PS1. The one in the clip here is not. He even states it in the movie. And other bring the same point as I in other comments. Sheesh…
Gran tourismo cars are better / more optimized modeled yes. And much better textured = looks better than this.
But again that is not what I reflected to but the fact that this model is more PS2 style than PS1. Accept the fact of that. If not you are just silly.
Also there is a lot of ugly cars on PS1 with same count as in GT2 and also a lot of nice cars on PS2 games with similar model count as the one in the clip. So again yes this car is not optimized or good in any way. But it does not make it less PS2 era pure technically.
Now I have restated and tried to explain this to you two times I hope it will sink in.
And same as I did to check what you asked. Please look up the polycount of GT2 cars and compare it to polycount of the car in this clip. Those numbers will not lie to you
And again as you still seems to miss it:
I am not talking about the visual appearance of the car but the technical. I am totally with you that it do not look like a good PS2 car. But it do not look either like a PS1 car either really. It’s just… a bad looking car
@@davido5317 I split the comment to not mash all up.
I am not saying that you are completely wrong but you seems to not have so deep level knowledge. Like the way you use retopology is not really correct. And of course that indicates that you don’t fully understand the terms you are using. Which is a bit… well ranging from not not good to embarrassing for you.
Retopology is not about reducing polygons. That is pure optimization. Retopology is when you have a mesh where the polygons are uneven and can have bad stretching and size differences (bad topology duh) and you retopologize the model to create a quad mesh hull that is more even both for lighting and especially for mesh deformation. THAT is what retopology means. Not what you explained.
Also to optimize this car apart from some polys at the back would greatly affect the siluette of it. Especially around the wheel insertions. And that would make it look like… wow what a surprise a PS1 model (that sometimes solved that with alpha textures to create smoother curve around that part. Another typical PS1 style identifier. So again that is why this model do not look like a typical PS1 model geometry wise but more tied to the PS2 era. Even if it would have been a pretty bad PS2 model.
Now I need to sleep and hope that you finally gets more what I am trying to explain to you. It’s tiresome talking to a person that seem to lack real knowledge / experience in this field and still trying to sound like an expert.
"Sometimes i even leave n-gons on the models which is not good"
If you don't care about triangulation or are satisfied with how it comes out, especially if your ngon is near planar, that's fine then. You aren't subsurfing them which is where ngons would be bad, and you probably wouldn't leave them in deformation areas. But no need to be too dogmatic. I mean most PS1 games didn't even have skinning so no deformation areas, just separate convex bodies, and only very minimal skinning later on usually without multi matrix blending. If you wanted to actually develop for the system or be extra authentic, you should ideally think about convex decomposition, to assist with Painter's Algorithm drawing without Z-buffer, and avoid thin long polygons because they tend to become holes, due to a bug in the edge rule in the Playstation hardware. And of course there is mostly no such thing as materials, with maybe some very deliberate exceptions.
If anything were to criticise is not thinking along with texels because they come out pretty rough.
было бы круто увидеть фулл видос с моделировнием зис пи эс ван кар энд спасибо за вери супер пупер видео, гуд лак энд хэв фан
Спасибо
Наш элефант 🐘
I really doubt that the headlights and hubcaps were modeled on the cars in PSX. That was not done and was left for the texture, too many polygons in those parts. That shouldn't be modeled if you're looking for an even more authentic PSX look but the video is fine.
You should not model the headlights and hubcaps, just apply a texture that draws those parts and does not use polygons there.
русский сразу слышно
Да не пали 🤫
I just make use the default cube and add wheels to it... 😂😂
Bro, aren't you from Russia by any chance? The accent can be traced)
I am 🙂
@@blender_face Hello from russia bro
@@blender_face А для ру комьюнити туториалы будут?
Здорова
Та просто субтитры подключи и всë
блин, я понимаю, что ты не застал пс1, но эта модель СЛИШКОМ высокополигональная для пс1)) Теже колёса должны быть просто цилиндрами)) Тут пс2-стайл
Я в видео сказал, что это "стиль" оно для таких как я похоже, и нормально. Конечно будет лучше следовать ограничениям консоли, согласен.
rest of the owl 3:25
🇺🇲
😁
Хороший контент, но почему нет канала на русском?
Фенк ю фор хе туториал, май френд
Наш
а теперь по русски
Владос, видос пивной вышел, мне понравилось
Имя мимо, но спасибо