20:07 no need to hand tweak the value nodes, just set the second scale node to one divided by the scale of the first one. You can do that with a math node, so you just have one input that perfectly sets both scales
@@RetroPlus Happy to help! I think the new versions just have the scale on the pixelate node itself, so in the future you won't need to use more than one node for that effect
@@Lucas72928 so are you going to thank him for actually making the video or are you just going to be an "uhm akshually"? They make a helpful 20m video that blows up, you correct a _tiny_ thing, yet you're saying "happy to help".
@@notreally-sf3df maybe because the rest of us can prevent a tiny mistake as amateurs? i think that's pretty useful for me and anyone else starting with blender. We don't need gatekeepers but people "happy to help" and people ready to accept constructive feedback.
Kinda cool that n64 texturing and stuff is a aesthetic now, I’m opting to go this route and make my stuff look vintage over the unreal engine polish honestly I feel like the clean style is gonna become super forgettable and even where we are now with how realistic graphics can look 9/10 they’ll look dated in 5-10 years so making things with this style although it might be a bit more to build up a skill to make this stuff it’s not too hard once u get the basic building blocks n principals of 3D animation I feel things textured n what not to get a unique style like this it’ll age like a wine while the more clean unreal look will age like milk in some regards I don’t wanna see this style be lost to time.
@@twotamatos unreal graphics are the worst thing to ever happen in professional gaming imo, there's the odd game where it works really well and some people manage to use it to stylize well with their toony type games but 90% of unreal realistic graphics are just over exposed eye rape, i have much more fun on games with old crappy graphics like runescape, wow, ps2 and ps1 graphic games than any of the games made in the last 10 years you need a 100" 4k TV and a pair of hi tech zooming goggles to even see enemies in the distance or through foilage and building windows etc on modern shooters hyper realism kills basic functionality of games most cases and ends up with 90% of the budget going on graphics and the rest of the game being trash
@ @ANUBASS Oh yah unreal is a great engine just the ways people use it it is so awful it’s such a weird contrast cheaply made games that try to come off as if they r triple A! Not to mention many triple A games just use the same VFX or stock trees from unreal market I was just so bummed at silent hill 2s remake they used the most generic textures possible just to get it out, they needed to recreate the old textures with new maps but nah just use any generic store bought ones that have all the maps! I am atleast for the first 1-2 seasons of my 7 deadly sins show going for the retro asthetics it took me so much longer to learn it and get it down what filters how to model characters textures but it’s starting to look good I’m really proud because it’ll stand out personally I believe HD graphics for cool VR stuff is getting there but the level of technical expertise and how much work you gotta get and how much more needs to be done to those engines to get it to its peak is still a mountain we gotta climb it’s getting there but we are in a really weird state rn where stuff can looked polished but it’s super dirt cheap
@@ANUBASS realistic games depend too much on simply being realistic that often the writing, plot, gameplay lacks. They expect the player to go oohhhh pretty graphics and forget everything else as well, on top of the older aesthetics simply being cozy feeling and nice to look at. Modern triple A games with uber realism often are also boring to play most times.
sad to think developers actually had to be smart, using one texture for multiple objects in creative ways. Now they just ship 150gb games with 8k textures for a pencil on the ground.
Using symetrie and tile Map you can make so much more thing, back then Ram and CPU usage where so limited only few megabyte or kilobyte where avaible, the CG artist must use those kind of malicious CGI trick, with this approach and New tech you can make bigger environnement using procedural and PBR tilable textures.
I have been making PS1 style models for ages and I clicked on this out of curiosity and discovered Shoebox! That has made texturing so much easier thank you!
Can we contact you? I have a game idea. It's relatively simple and I think it will work. It will be my first try in this industry. You can think of it as a chill project.
@@elpis2 you gotta work yourself on that man, even more if it's your first game. That way you'll learn more about game design, because your ideas and flaws impact only you, and not a team
Thanks, man. You introduced me to Shoebox Texture Ripper's existence, which makes the whole texturing process so much more convenient for me. Honestly I'd watch a whole series of you just modeling different PS1 style objects haha.
it looks great, that link in description seemed a bit sus and idk what Adobe Air Runtime is, but when I tired to make the textures myself in Krita i noticed how much time it would save if I just downloaded that... lol
@@DonTeriyaki Figured it out! The link below the shoebox link in the video description works to download air. Seems to be scrubbed from the rest of the internet other than that specific link.
This is one of absolute favorite videos I’ve seen in a long time. The music, the cleverness of how you did several things, the nostalgia… it scratched a lot of things in just the right way. Even the little mouse spins you’d do when a step was done was just fun. Can’t wait to watch more of your stuff
Wow, that's really cool, man! I definitely want to give it a shot. Honestly, chasing after photorealism can be such a hassle, always feeling stressed about not quite hitting the mark and dealing with a slow viewport. So, being able to do something like this is a real breath of fresh air. It's almost therapeutic, you know? Thanks a lot for the tutorial, i learned some new things I hadn't even thought about before😅
Yeah that's one of the things that got me into learning the ps1 style, it's nice just to be able to model stuff lazily and it still turning out how I want due to how un-fussy the ps1 style is to create for. Glad the video helped you 👍
I was seeing a lot of these PS1 type of models on social media I was wondering HOW THEY MADE IT, i thought it was an especific 3D Software never thought of Blender You gained 1 New Subscriber
Not only do I just love this style, but the ability to use the textures to make something new, like the mouse, blew my mind! So simple but so easy to do, really gets me excited to try it out!
Oh thank you so much for telling me about Shoebox! I used to manually warp the images to make them perfect for textures, but this just saved me a ton of work! And the tutorial itself is amazing. Don't stop, you've earned yourself a sub!
So, prefacing this comment by saying I’m a newbie to 3d and blender in general lol. But I just wanna say that the workflow of making the texture first and then modeling from that INSTEAD of sculpting first and having to work your textures around that model is absolute GENIUS and I’m not sure why I haven’t seen it until now
I watchedthe whole tinh lke i was a movie and I loved it! Right at the beginning, you mentioned the shoebox with the texture ripper, and that alone solved a big problem for me. Thank you so much for showing me that. The rest of the tutorial was incredible and really helpful for my project. Thanks again!
This is the second time I've modeled in Blender and the first time I've used texture. I am amazed by the comparison of the cube I've made with your well-detailed monitor. The world of 3D modeling seems incredible to me, and I will keep practicing until I reach your level
I've seen plenty ps1 graphics tutorials, and this one is one of my favourites! I didn't know about shoebox and I can't wait to incorporate it into my 3D workflow! Loved the soundtrack too, really brings me back to earlier internet times! Also, the way you recycled the texture so many times was really insightful, like using that indent line in the computer's side panel to make it look kile there's a shadow on the base of the monitor - I love seeing this sort of thing in tutorials, I would have never thought to try and use a texture this way. Overall the way you put so few textures to work in such an efficient manner is really impressive! Keep the great work up!
this video is literally perfect. im at work right now and i feel like i am gonna retain this info for when i get home. (i will not be able to and i will be back here to reference it again)
So I've watched and come back to this video probably a dozen or so times over the past 2 weeks, and I just thought I'd leave a comment saying that you've helped me tremendously in my Blender journey by making this video. Everything is explained very thoroughly, and because it's taught with text on the screen I can really search through the video to find exactly what I need. Thanks a lot for this tutorial.
I’ve been inspired by retro games and indie inspired retro games recently. I found your video and I’ve never heard of shoebox. Thanks for making this video!
I just received a huge blow on the head because the nostalgia of seeing an old PC hit me and then the graphic style of the model of this PC, the PS1 style! That’s really a lot 😭❤️
I know this wasn't the point of the video but thank you for introducing me to a new tracker artist, I've been listening to Elwood and Skaven all day at work between calls. Gonna have to add Nighthawk to my regular listening
Vertex painting is really strong if you wish to save on texture space. You could for example use the red channel for the lighting, the blue for roughness, the red for metallic and the alpha for well, alpha. In game engines you get one vertex layer per mesh, but in blender you can have multiple and mix them up in your material.
Bro i've been serarching for this tutorial for months! I really want to start making my own objects in Ps1 style. Im a 90's kid so you know. Thank you!
I have been texturing for a while but this video just opened my tiny mind.. I can just take pictures of stuff, cut the object out, and use that as a texture.. lol
Thanks for the shoebox texture ripper it looks really useful. Constructive criticism: A real PS1 has screenspace vertex snapping where vertexes would snap to pixels on the output signal due to lack of subpixel processing. There could be a way to replicate this effect with geometry nodes. Also the keys on the keyboard would never be modelled in a game, unless it is extreme close up.
i love the idea of moving the grid to make the vertexes wobble; but the ps1 vertexes only wobbled when there was camera movement or when the object was actually moving.
Thanks for the helpful tutorial! Just a reminder that I am still learning how to use Blender, just because I'm a beginner at making 3D models on a computer software.
I love the intro, I'd love it more if you made a GIF outta that, since I got old crts and VHS so I'm trying to get, like, reteo astetic gif/videos on em. So i'd be happy if ya did that man
Nicely done. Though slightly bordering on the transitional PS1 to PS2 era of graphics, depending on what context it would be used in. I also like the recycling of textures, plus the Texture Ripper looks like a pretty neat tool.
This is pretty good but you did the vertex snapping wrong. The object has to be moving relative to the camera for any snapping to happen. A stationary camera pointing to a stationary object will result in no wobble.
Holy shit texture ripper looks like great software. I've been doing similar stuff, but using photoshop to make texture maps. Gonna give texture ripper a go looks good.
Thank you for such a good tutorial, it is easy to understand and very entertaining, any video you can recommend on how to make accurate PS1 characters with model box? PS: I love Björk!
This is great as low poly art. If you want it to be more accurate to the era, Id say the keyboard does not need extruded keys unless the computer was meant to be interacted with. Same thing with the disk drive. Unless a cutscene is going to be focusing on that object you can get away with way less detail there. Obviously for modern machines thats a trivial consideration, but back then it wasn't.
20:07 no need to hand tweak the value nodes, just set the second scale node to one divided by the scale of the first one. You can do that with a math node, so you just have one input that perfectly sets both scales
Thank you, i was trying to figure out how to do this prior to making this video and gave up so this is very helpful 👍
@@RetroPlus Happy to help! I think the new versions just have the scale on the pixelate node itself, so in the future you won't need to use more than one node for that effect
@@Lucas72928 so are you going to thank him for actually making the video or are you just going to be an "uhm akshually"?
They make a helpful 20m video that blows up, you correct a _tiny_ thing, yet you're saying "happy to help".
@@notreally-sf3df maybe because the rest of us can prevent a tiny mistake as amateurs? i think that's pretty useful for me and anyone else starting with blender. We don't need gatekeepers but people "happy to help" and people ready to accept constructive feedback.
@@notreally-sf3df Stay ignorant my man
The technology is so advanced now that we need guides to learn how to make graphics that look like old like this.
Kinda cool that n64 texturing and stuff is a aesthetic now, I’m opting to go this route and make my stuff look vintage over the unreal engine polish honestly I feel like the clean style is gonna become super forgettable and even where we are now with how realistic graphics can look 9/10 they’ll look dated in 5-10 years so making things with this style although it might be a bit more to build up a skill to make this stuff it’s not too hard once u get the basic building blocks n principals of 3D animation I feel things textured n what not to get a unique style like this it’ll age like a wine while the more clean unreal look will age like milk in some regards I don’t wanna see this style be lost to time.
@@twotamatos unreal graphics are the worst thing to ever happen in professional gaming imo, there's the odd game where it works really well and some people manage to use it to stylize well with their toony type games but 90% of unreal realistic graphics are just over exposed eye rape, i have much more fun on games with old crappy graphics like runescape, wow, ps2 and ps1 graphic games than any of the games made in the last 10 years
you need a 100" 4k TV and a pair of hi tech zooming goggles to even see enemies in the distance or through foilage and building windows etc on modern shooters hyper realism kills basic functionality of games most cases and ends up with 90% of the budget going on graphics and the rest of the game being trash
@ @ANUBASS Oh yah unreal is a great engine just the ways people use it it is so awful it’s such a weird contrast cheaply made games that try to come off as if they r triple A! Not to mention many triple A games just use the same VFX or stock trees from unreal market I was just so bummed at silent hill 2s remake they used the most generic textures possible just to get it out, they needed to recreate the old textures with new maps but nah just use any generic store bought ones that have all the maps! I am atleast for the first 1-2 seasons of my 7 deadly sins show going for the retro asthetics it took me so much longer to learn it and get it down what filters how to model characters textures but it’s starting to look good I’m really proud because it’ll stand out personally I believe HD graphics for cool VR stuff is getting there but the level of technical expertise and how much work you gotta get and how much more needs to be done to those engines to get it to its peak is still a mountain we gotta climb it’s getting there but we are in a really weird state rn where stuff can looked polished but it’s super dirt cheap
@@ANUBASS realistic games depend too much on simply being realistic that often the writing, plot, gameplay lacks. They expect the player to go oohhhh pretty graphics and forget everything else as well, on top of the older aesthetics simply being cozy feeling and nice to look at. Modern triple A games with uber realism often are also boring to play most times.
Nah just EMFS distracting u and not letting u learn correctly . Blame evil dimensional entities that wanna be arses
The mouse texturing was pure genius
sad to think developers actually had to be smart, using one texture for multiple objects in creative ways. Now they just ship 150gb games with 8k textures for a pencil on the ground.
@@zoned8673 yea, they don't care about optimization anymore or at least not enough, everyone should take those techniques in account for game dev
Using symetrie and tile Map you can make so much more thing, back then Ram and CPU usage where so limited only few megabyte or kilobyte where avaible, the CG artist must use those kind of malicious CGI trick, with this approach and New tech you can make bigger environnement using procedural and PBR tilable textures.
Was thinking the same thing
I have been making PS1 style models for ages and I clicked on this out of curiosity and discovered Shoebox! That has made texturing so much easier thank you!
You're welcome. It's such a good tool, everyone should know about it
Can we contact you? I have a game idea. It's relatively simple and I think it will work. It will be my first try in this industry. You can think of it as a chill project.
@@elpis2 you gotta work yourself on that man, even more if it's your first game. That way you'll learn more about game design, because your ideas and flaws impact only you, and not a team
The music really hits that late 90s spot
It's authentic late 90s tracker music, some of the best ever
Thanks, man. You introduced me to Shoebox Texture Ripper's existence, which makes the whole texturing process so much more convenient for me. Honestly I'd watch a whole series of you just modeling different PS1 style objects haha.
I may make some shorts in the future where i model ps1 objects. What kind of things would you like to see?
That texture ripper tool is wonderful, thanks for sharing
it looks great, that link in description seemed a bit sus and idk what Adobe Air Runtime is, but when I tired to make the textures myself in Krita i noticed how much time it would save if I just downloaded that... lol
im having trouble installing shoe box any tips?
@@DonTeriyaki Figured it out! The link below the shoebox link in the video description works to download air. Seems to be scrubbed from the rest of the internet other than that specific link.
@@DonTeriyaki same here the install file isnt showing.
This is one of absolute favorite videos I’ve seen in a long time. The music, the cleverness of how you did several things, the nostalgia… it scratched a lot of things in just the right way. Even the little mouse spins you’d do when a step was done was just fun. Can’t wait to watch more of your stuff
Thank you for that, this is the nicest comment I've ever received. I will definitely be making more blender tutorials in the future 👍
Wow, that's really cool, man! I definitely want to give it a shot. Honestly, chasing after photorealism can be such a hassle, always feeling stressed about not quite hitting the mark and dealing with a slow viewport.
So, being able to do something like this is a real breath of fresh air. It's almost therapeutic, you know? Thanks a lot for the tutorial, i learned some new things I hadn't even thought about before😅
Yeah that's one of the things that got me into learning the ps1 style, it's nice just to be able to model stuff lazily and it still turning out how I want due to how un-fussy the ps1 style is to create for. Glad the video helped you 👍
@@RetroPlus remember when you are making ps1 aesthetic there is not such thing as laziness, its just the simulation of "low technological resources" 🤣
I was seeing a lot of these PS1 type of models on social media I was wondering HOW THEY MADE IT, i thought it was an especific 3D Software never thought of Blender
You gained 1 New Subscriber
Somehow, this is the only tutorial on this topic which is actually making this look doable. (To me at least).
Not only do I just love this style, but the ability to use the textures to make something new, like the mouse, blew my mind! So simple but so easy to do, really gets me excited to try it out!
Thank you, I'm glad i was able to inspire you 👍
Oh thank you so much for telling me about Shoebox! I used to manually warp the images to make them perfect for textures, but this just saved me a ton of work! And the tutorial itself is amazing. Don't stop, you've earned yourself a sub!
Thank you!
So, prefacing this comment by saying I’m a newbie to 3d and blender in general lol. But I just wanna say that the workflow of making the texture first and then modeling from that INSTEAD of sculpting first and having to work your textures around that model is absolute GENIUS and I’m not sure why I haven’t seen it until now
I watchedthe whole tinh lke i was a movie and I loved it! Right at the beginning, you mentioned the shoebox with the texture ripper, and that alone solved a big problem for me. Thank you so much for showing me that. The rest of the tutorial was incredible and really helpful for my project. Thanks again!
This is the second time I've modeled in Blender and the first time I've used texture. I am amazed by the comparison of the cube I've made with your well-detailed monitor. The world of 3D modeling seems incredible to me, and I will keep practicing until I reach your level
You'll get there soon enough, this low poly type of modelling is very beginner friendly 👍
I've seen plenty ps1 graphics tutorials, and this one is one of my favourites! I didn't know about shoebox and I can't wait to incorporate it into my 3D workflow! Loved the soundtrack too, really brings me back to earlier internet times!
Also, the way you recycled the texture so many times was really insightful, like using that indent line in the computer's side panel to make it look kile there's a shadow on the base of the monitor - I love seeing this sort of thing in tutorials, I would have never thought to try and use a texture this way. Overall the way you put so few textures to work in such an efficient manner is really impressive!
Keep the great work up!
this video is literally perfect. im at work right now and i feel like i am gonna retain this info for when i get home. (i will not be able to and i will be back here to reference it again)
So I've watched and come back to this video probably a dozen or so times over the past 2 weeks, and I just thought I'd leave a comment saying that you've helped me tremendously in my Blender journey by making this video. Everything is explained very thoroughly, and because it's taught with text on the screen I can really search through the video to find exactly what I need. Thanks a lot for this tutorial.
That's excellent feedback, glad it helped you 👍
You will never know how many projects you've jumpstarted, thank you
one of the best videos i've ever watched on yt
Wow this inspired me. It never really occurred to me I can kinda grab textures and stuff from images.
This was exactly what i was hoping to find. i love retro styles. Thank u forever.
I’ve been inspired by retro games and indie inspired retro games recently. I found your video and I’ve never heard of shoebox. Thanks for making this video!
BRO GAINED ANOTHER BROTHER!
This tutorial is sick!! You're super underrated man
That texture work was godlike! Thanks for the guide.
You definitely make it look easier than it actually is
I just received a huge blow on the head because the nostalgia of seeing an old PC hit me and then the graphic style of the model of this PC, the PS1 style! That’s really a lot 😭❤️
I can't even begin to tell you how helpful this tutorial has been. Keep up the good work!
I know this wasn't the point of the video but thank you for introducing me to a new tracker artist, I've been listening to Elwood and Skaven all day at work between calls. Gonna have to add Nighthawk to my regular listening
Absolutely, he's one of the best ever!
I have a link to his modules here for you modarchive.org/index.php?request=view_artist_modules&query=69687
As a UE Dev : Retro era is golden era
Great tutorial and great choice of music
Vertex painting is really strong if you wish to save on texture space. You could for example use the red channel for the lighting, the blue for roughness, the red for metallic and the alpha for well, alpha.
In game engines you get one vertex layer per mesh, but in blender you can have multiple and mix them up in your material.
Ok this is an absolutely a gem! thanks for sharing and explain very well everything!
Its kinda crazy how textures are nowadays with PBR and stuff, love that these objects tell enough detail and allow you to work on other things too
That tech ripper is pretty nice tech. Thanks for sharing info about it.
I was about to start a fan art project and so worried about how to make it retro, I can 't wait to try your tutorial, thank you so much!
The tutorial was great, but this music is stellar!
They were created by an incredible 90s tracker composer called nighthawk, the songs are listed in order of appearance in the description
thank you so much! this tutorial is so informative
NICE!!! I'm making a 3D webshow right now and I want it to look like a really old videogame and this is just was I was looking for!
Bro i've been serarching for this tutorial for months! I really want to start making my own objects in Ps1 style. Im a 90's kid so you know. Thank you!
Aesthetically pleasing video and music as well
Wow, so beautiful, fast and effortless ❤
Thank you for this! Really well done tutorial and easy to follow!
Seeing a software where you can a 3d view of a object to a really good 2d texture blew my mind
Really helpful video, thanks a lot!
I have been texturing for a while but this video just opened my tiny mind.. I can just take pictures of stuff, cut the object out, and use that as a texture.. lol
Damn nostalgia is a powerful emotion. Subscribed!
Thanks for the shoebox texture ripper it looks really useful.
Constructive criticism: A real PS1 has screenspace vertex snapping where vertexes would snap to pixels on the output signal due to lack of subpixel processing. There could be a way to replicate this effect with geometry nodes. Also the keys on the keyboard would never be modelled in a game, unless it is extreme close up.
That's cool! Nicely done and thank you!
Super helpful... you really save my life😂🎉 haha Thank you Sooo much... hope you don't delete this video ever!!
i love the idea of moving the grid to make the vertexes wobble; but the ps1 vertexes only wobbled when there was camera movement or when the object was actually moving.
That's true, to achieve this effect you could tie the movement of the camera to the box using constraints
Great tutorial and I love the music!
Thank you for this nice tutorial :)
Wasn't expecting to hear Jet Lag, legendary .xm!
Nighthawk is a legend
Thanks for the helpful tutorial! Just a reminder that I am still learning how to use Blender, just because I'm a beginner at making 3D models on a computer software.
came for the tutorial,stay for the banger music and the tutorial🤠
learned so much from watching this - thank you for sharing your skills and knowledge!!
Very cool and helpful video. I never knew how to make it pixelated and wobbly like that!
Textures.com is fantastic
@@RetroPlus thanks!
This is very informative. I can't wait to try it. Thank you!
The vertex paint portion is mimicing the look of low res shadow maps from those games. That's funny!
I love the intro, I'd love it more if you made a GIF outta that, since I got old crts and VHS so I'm trying to get, like, reteo astetic gif/videos on em. So i'd be happy if ya did that man
This was so cool to watch
truly the only thing I want to learn
puppet combo needs this guy ❤
I like the idea that the model is only there to facilitate the texture.
Very nice guide, ps 1 bless u friend
Artist > adds polygons for keyboard keys. Art director > There goes the polygon budget
The music is sooo good! Thanks!
Nicely done. Though slightly bordering on the transitional PS1 to PS2 era of graphics, depending on what context it would be used in. I also like the recycling of textures, plus the Texture Ripper looks like a pretty neat tool.
Awesome tutorial!!! super helpful!!!
PS1 also utilizes 15-bit color (5 bit for each channels) so most games use dithering to simulate more colors. Anyway nice work
it's very useful for me😀,thanks
Me encantan la música de fondo. Es animada. Ahora a guardar el video en "Ver más tarde" para hacerlo dentro de 5 años. :D Gracias por el tutorial.
Thanks a lot for this, i think i may be able now to make some models for my games.
Amazing tutorial, thanks!
This is pretty good but you did the vertex snapping wrong. The object has to be moving relative to the camera for any snapping to happen. A stationary camera pointing to a stationary object will result in no wobble.
Holy shit texture ripper looks like great software. I've been doing similar stuff, but using photoshop to make texture maps. Gonna give texture ripper a go looks good.
Thank you for such a good tutorial, it is easy to understand and very entertaining, any video you can recommend on how to make accurate PS1 characters with model box?
PS: I love Björk!
Hi, I don’t know if I missed something but I’m trying to render the animation and I can’t see the pixelated effect on the final result :(
Awesome. Thanks for sharing!
I use Shoebox all the time, such a cool but forgotten software!
In the intro you have a cool LSD like background playing, how did you make? Great video :)
It's a magic texture applied to the background with some animation on the distortion, thank you
Awesome guide. Thanks!
Where was this video 3 weeks ago when I needed it lol?
Very very cool.
nice tut you could have just baked the ambient occlussion into vertex colors
gonna use that shoebox, thanks for reminding
heard that software once...
Thx man, that was very useful
This is great as low poly art. If you want it to be more accurate to the era, Id say the keyboard does not need extruded keys unless the computer was meant to be interacted with. Same thing with the disk drive. Unless a cutscene is going to be focusing on that object you can get away with way less detail there. Obviously for modern machines thats a trivial consideration, but back then it wasn't.
Nice chad background music for the chad tutuorial
Damn this Shoebox is such a nice tool!!!
Funny, it seems that this graph is more enjoyable than those extremely realistic graphs.
That's something.
(By the way, it is possible to set filter size to 0.00px by manually typing it in)
It only works with tbe aforementioned EEVEE render engine though.
this is perfect! do more tutss
Thank you very much, what kind of tutorial would you like to see next?
Great tutorial, very underrated! btw, could you provide a playlist for this video please?
If you mean a music playlist, it's in the description
@@RetroPlus oh thanks!
Come on bro this guy is pro at these Cheers CHEERS 🔥🔥🔥🔥
will you make more tutorials like this?
@@whimsicalwizardoh I have two more in the works, stay tuned
@@RetroPlus id love to see how did you make the floating animation with colorful background in the intro
It's actually very simple, it's just a magic texture applied to the background with some keyframes on the distortion node
what a nice job, thank you !