So I Learned To Make PS1 Graphics In Less Than 24 Hours

แชร์
ฝัง
  • เผยแพร่เมื่อ 1 พ.ค. 2024
  • Retro graphics are coming back in a big way, and it's surprisingly easy to do.
    Buy Me A Coffee: ko-fi.com/garbaj
    Discord: The discord has been shut down, sorry!
    Twitter: / garbaj2
    Website: garbaj.net
    Github: github.com/GarbajYT
  • เกม

ความคิดเห็น • 656

  • @rodolf5941
    @rodolf5941 2 ปีที่แล้ว +3252

    "First I make a 3D model"
    Well that's the first problem

    • @gahmuretvanbegonia994
      @gahmuretvanbegonia994 2 ปีที่แล้ว +23

      not really

    • @jackthehacker05
      @jackthehacker05 2 ปีที่แล้ว +341

      @@gahmuretvanbegonia994 yes really

    • @nicolaslindken9468
      @nicolaslindken9468 2 ปีที่แล้ว +247

      *Sighs* ... so I learned to make a 3D Model in less than 24 hours ...

    • @rodolf5941
      @rodolf5941 2 ปีที่แล้ว +101

      @@nicolaslindken9468 Yeah but it's a little more complicated than that, you I import my 3D model to unity, some faces disappear, some bones function wrong and so much more. I have no problem with creating a 3D model, nor with unity, but when these teo gotta br mixed shit always goes wrong

    • @dealloc
      @dealloc 2 ปีที่แล้ว +30

      @@rodolf5941 Me neither, but if you put in your time and willingness, you can learn all these things. Especially with the amount of resources and tutorials available in today's internet.

  • @ZeoWorks
    @ZeoWorks 2 ปีที่แล้ว +3369

    You need to disable z-buffer depth to give that weird janky wobbly look the PS1 had. :)

    • @Fooxoul
      @Fooxoul 2 ปีที่แล้ว +159

      Mostly that snapping look was due to the GPU on the PS1 only using ints and not floats from what I remember.

    • @nikodem123asdf
      @nikodem123asdf 2 ปีที่แล้ว +111

      I was about to say, if polygons don't clip into everything and wobble on every move it aint real ps1

    • @heliusuniverse7460
      @heliusuniverse7460 2 ปีที่แล้ว +28

      using a vertex shader you could emulate the texture distortion

    • @CykPykMyk
      @CykPykMyk 2 ปีที่แล้ว +41

      @@Fooxoul thats true. It used somehow pre-written lookup table with trigonometrical values. Some DOS games were using that stuff too, for people that didnt have Voodoo or such, back then. Funny times. Today engineering students learn about such stuff, and try to implement it by themselves, as a project for a subject. It used to be a real technology to earn money with, lol.

    • @zoeythebee1779
      @zoeythebee1779 2 ปีที่แล้ว +2

      I was actually gonna mention that. I wonder if there is a way to do that in Godot...

  • @billyj.causeyvideoguy7361
    @billyj.causeyvideoguy7361 2 ปีที่แล้ว +594

    Skeletal rigging wasn’t a thing on the ps1 or n64 until late in their lifespan. The polygons for arms and legs were separated due to the animations having to be done by rotating the polys by hand without rigging.

    • @jas-jr3rv
      @jas-jr3rv 2 ปีที่แล้ว +86

      i feel so bad for the devs and animators back then oh man! the look was gorgeous though so the hard work payed off

    • @buzter8135
      @buzter8135 2 ปีที่แล้ว +35

      Then the Conker's Bad Fur Day cutscenes come to mind....
      The poor sods....

    • @crimson-foxtwitch2581
      @crimson-foxtwitch2581 2 ปีที่แล้ว +36

      The Crash Bandicoot games used per-vertex animation, but using a custom compression algorithm to reduce the filesize of the animations to get it working on actual hardware.

    • @DesertPunks
      @DesertPunks 7 หลายเดือนก่อน +22

      Funny story, the devs at Valve (or maybe prior) during their pitch for Half-Life got turned down by a few studios because they wanted to try skeletal rigging. I'm trying to recall which interview it was, but nobody believed they could do it.

    • @rich1051414
      @rich1051414 3 หลายเดือนก่อน +8

      @@DesertPunks Skeletal rigging actually requires non-euclidian four dimensional math. Quaternions and matrices. I remember having to crash course that subject and I thought my brain was going to melt before I understood.

  • @viniciusantonio2253
    @viniciusantonio2253 3 ปีที่แล้ว +2420

    "it is suprising easy"
    early 2000's devs: am I joke to you?

    • @ZairotOne
      @ZairotOne 3 ปีที่แล้ว +135

      Yeah, it's easy now because devs didn't have access to tools like Blender back then.

    • @jackmcslay
      @jackmcslay 3 ปีที่แล้ว +228

      @@ZairotOne No, low poly modelling was never particularly hard, they had a hard time because they had sub-100Mhz processors and 4MB or fewer RAM to work with. The software engineering, level design, animations, characters, all had to be carefully designed so they hardware of the time could handle it. An universal engine like Unity was simply not possible; each game had to have a dedicated engine specifically designed for the game itself to extract the most performance.

    • @JesterWhoHelps
      @JesterWhoHelps 3 ปีที่แล้ว +35

      uh, no game in 2000 had these graphics.
      Try the 90s.

    • @jackmcslay
      @jackmcslay 3 ปีที่แล้ว +41

      @@JesterWhoHelps Nintendo DS:
      " Am I a joke to you?"

    • @jordy9606
      @jordy9606 3 ปีที่แล้ว +9

      @@jackmcslay The DS has pretty decent graphics, comparing it to the PS2's graphics, which came out 4 years earlier. The Nintendo 64 had graphics that look more like the ones in this video
      Edit: decemy is my new favorite word

  • @Problematist
    @Problematist 2 ปีที่แล้ว +159

    "You notice something just doesn't look right"
    Me watching this in 240p: 👀

  • @anindyaroythetechmaster
    @anindyaroythetechmaster 3 ปีที่แล้ว +853

    Everyone: The game should be as realistic as possible
    Garbaj and Miziziziz:

    • @fr4nk0
      @fr4nk0 3 ปีที่แล้ว +8

      don't forget Anders Lundbjörk!

    • @stormstudios1
      @stormstudios1 3 ปีที่แล้ว +2

      @@fr4nk0 who is that

    • @flafcodes
      @flafcodes 3 ปีที่แล้ว +4

      It's realistically PSX

    • @bokunogentoo4420
      @bokunogentoo4420 2 ปีที่แล้ว +17

      to be fair, most indies didn't even go for any kind of 3D graphics until relatively recently. For a long time, most indie games were 2D with very thick pixels for a "retro" look due to the limitations of the one-man-army making them, then people started slowly upgrading to PS1 and N64 looking simple 3D graphics, again because it's usually just one person working on the games who typically doesn't have as much of a background in graphics as they do in programming and game design

    • @anindyaroythetechmaster
      @anindyaroythetechmaster 2 ปีที่แล้ว +1

      @@bokunogentoo4420 Me who downloads all graphics from internet and downloads animations from mixamo:
      *visible confusion*

  • @colly9888
    @colly9888 3 ปีที่แล้ว +888

    Half of Garbaj's tutorials I don't even want to do; he just makes it fun to go on the journey with him lol

    • @tomi4717
      @tomi4717 3 ปีที่แล้ว +4

      true

    • @Anthonypython
      @Anthonypython 3 ปีที่แล้ว

      ok colly

    • @jackmakmorn
      @jackmakmorn 3 ปีที่แล้ว +3

      Haha, you name it, Colly! And still he gives enough to learn in almost every lesson.

  • @AmericasComic
    @AmericasComic 2 ปีที่แล้ว +73

    "It's pretty hard to look at" 1:58 - I think something that people miss about retrogames is that they would be played on those CRT televisions, which had the effect of "smoothing out" the blockiness and pixels, and so when you try to re-create the look, you need to cheat a little in order to recreate the "feel"

  • @ragnarockerbunny
    @ragnarockerbunny ปีที่แล้ว +17

    "First I made a 3D model" I believe that's actually the step I got stuck on.

    • @Zeppy0204
      @Zeppy0204 หลายเดือนก่อน

      ong
      I literally have no idea where to begin

  • @KettLovahr
    @KettLovahr 8 หลายเดือนก่อน +14

    why she wearing that twitter merch

  • @voxelvoid
    @voxelvoid 3 ปีที่แล้ว +156

    Nice one!
    For a full PS1-like effect you should figure out how to implement affine texture mapping and how to disable the z-buffer depth, but I think you already knew that.

    • @garbaj
      @garbaj  3 ปีที่แล้ว +35

      I didn't know anything about that actually. More to learn!

    • @crimson-foxtwitch2581
      @crimson-foxtwitch2581 2 ปีที่แล้ว +11

      @@garbaj Also, by the way, the PS1 does support 640x480, it’s just locked to interlaced rendering. Not very many games used it for regular gameplay due to the hardware demands though, but some 480i titles did crop up later into the PS1’s lifespan. Tekken 3, Dead or Alive, and Ridge Racer Turbo Mode are a few examples.
      Most just stuck with 240p since it was easier to optimize a game’s assets for that resolution.
      Also, instead of skeletal animation, PS1 animators used different techniques. Namely, the Crash Bandicoot games preferred to manually animate by each vertex, but the animation data was compressed at an extreme ratio: something like 50,000:1.

    • @NihongoWakannai
      @NihongoWakannai 7 หลายเดือนก่อน

      Affine texturing can be done with just a shader, but the lack of z-buffer depth is not something that anyone is going to replicate. PS1 devs had to MANUALLY define the depths of vertices so that back parts of the model wouldn't show through to the front which created occasionally glitchy looking graphics because it wasn't perfect. No way an indie dev is going to put in that much effort for a small effect that most people wont even notice

  • @therandombull7200
    @therandombull7200 3 ปีที่แล้ว +55

    It's evolving, just backwards.

  • @felineentity
    @felineentity 3 ปีที่แล้ว +243

    I appreciate the video. While I never played the old playstation games, I am a big fan of minimalist or limited art styles. These limits often end up leaving you more creative, which is always good in my book.

    • @chidaluokoro9104
      @chidaluokoro9104 2 ปีที่แล้ว +1

      Me too

    • @mantchova
      @mantchova ปีที่แล้ว +4

      I am also a big fan of minimalist styles. in addition to making you more creative, it further develops the player's imagination.

    • @jonahabenhaim1223
      @jonahabenhaim1223 ปีที่แล้ว +1

      You should play them, your missing out

  • @Dogman_35
    @Dogman_35 3 ปีที่แล้ว +240

    The part I struggle with the most is the shapes, and getting that to feel authentic. A lot of PS1 games were still aiming for "realism" despite the limitations.
    And the main difference between low poly and PS1 aesthetic is that the PS1 used tris, not quads. Which gave them more geometry to work with, under the same vertex count. That's why stuff like the Harry Mason model in Silent Hill 1 looks super detailed even though it's super low poly.
    And that's... kinda hard to go for intentionally. Like, you're not aiming for stylized low poly. You're aiming for "how can I make this look as high fidelity as possible within these limitations?" Because that's what developers back then were aiming for. It's a weird balance.

    • @Semudara
      @Semudara 3 ปีที่แล้ว +22

      Alternatively, there were games even at the time (Mega Man Legends comes to mind) that embraced the low-poly aesthetic and were stylized accordingly. So it all depends on what look you want to go for!

    • @sebastianaliandkulche
      @sebastianaliandkulche 3 ปีที่แล้ว +2

      Or games like Crash Bandicoot that looks practically like a next generation videogame.

    • @RaimonTarou
      @RaimonTarou 2 ปีที่แล้ว +5

      @@sebastianaliandkulche crash bandicoot did not look like a next generation videogame... you could literally count the polygons on his model. i think the ps1 game that pushed the ps1 to the limit in terms of 3d models from what i can think of the most is probably final fantasy 9.. look it up. Next closest i would say chrono cross.

    • @sebastianaliandkulche
      @sebastianaliandkulche 2 ปีที่แล้ว +13

      @@RaimonTarou Heavily disagree. That could be said of any PS1 game, but Crash Bandicoot is one of the few fifth generation games with facial animation, something that not even FF9 have (and the places are just pictures and not 3d enviroments except the world map). And Crash 2 and 3 looks much better, not even the polygons are noticeable.
      I didnt play Chrono Cross, but i would check it out one of this days.

    • @RaimonTarou
      @RaimonTarou 2 ปีที่แล้ว +1

      @@sebastianaliandkulche ok crash was one of the few ps1 games that actually animated the faces ill give you that but ff9 models still looked better overall. maybe it was the way they painted the textures that made them look way better. and yea im only talking about character models, not backgrounds.

  • @Chevifier
    @Chevifier 3 ปีที่แล้ว +101

    A Retro graphics comeback would be fun to see(but with advanced effects)

    • @dylanroemmele906
      @dylanroemmele906 2 ปีที่แล้ว +11

      I don't think you've seen the explosion of PS1-styled games in the past 3 years.

    • @dontkickmychick6076
      @dontkickmychick6076 2 ปีที่แล้ว +9

      @@dylanroemmele906 its all *pixels* now... honestly im into it, especially against that "im trying too hard to be realistic" look

    • @MerkhVision
      @MerkhVision 2 ปีที่แล้ว +1

      @@dylanroemmele906 Could u name some examples? I’m super interested in checking them out!

    • @dylanroemmele906
      @dylanroemmele906 2 ปีที่แล้ว

      @@dontkickmychick6076 I prefer the Midground PS2 look, IMO I think this is the best for game graphics, not too unrealistic, not too (sometimes lol the PS2 had gorgeous games) realistic

    • @Dogman_35
      @Dogman_35 ปีที่แล้ว +2

      @@MerkhVision Look up the Haunted PS1 community, it's literally nothing but retro style horror games lol

  • @fivesprite3151
    @fivesprite3151 3 ปีที่แล้ว +3

    Very straight forward felt like this was perfect video wasn’t too long kept me engaged the whole video, the other ps2 style videos were more based on game building less how to style the models and this broke it all down in a way I can understand. I’m for sure hopping in blender and trying this out I didn’t know the textures were just super tiny that actually makes sense now. subbed❤️

    • @garbaj
      @garbaj  3 ปีที่แล้ว +1

      glad you liked the video, welcome!

  • @goon4696
    @goon4696 2 ปีที่แล้ว +10

    THIS IS EXACTLY WHAT I WAS LOOKING FOR, I’m learning to make animations and render visuals for my clothing brand and I’ve been seeing a lot of these really cool low res video game style animations and really wanted to do my own but didn’t know how, thank you for this existing on TH-cam because I don’t know how I found it

    • @goon4696
      @goon4696 2 ปีที่แล้ว +1

      May I ask what game engine you’re using to make and render the characters animations?

    • @iknowcharley5
      @iknowcharley5 2 ปีที่แล้ว +3

      @@goon4696 I think he uses Godot, but you can use any game engine

  • @FicoosBangaly
    @FicoosBangaly 3 ปีที่แล้ว +36

    You're missing the most important part of the aesthetic. The classic PSX dither.

    • @JOELwindows7
      @JOELwindows7 3 ปีที่แล้ว +6

      Without it, it looks like N64 instead, XD 😆

    • @wiegraf9009
      @wiegraf9009 7 หลายเดือนก่อน

      Sort of. The dither was supposed to get blended out by the CRT so it's really a matter of preference

  • @alcatrazthatguyontheintern1465
    @alcatrazthatguyontheintern1465 2 ปีที่แล้ว +31

    Can we appreciate the cute character design though?Got some nostalgic "Coraline" vibes.
    Also I would love to see this project fleshed further!

  • @withthescienceteam
    @withthescienceteam 9 หลายเดือนก่อน +2

    You could also simplify the lighting too because most games of that era had either no lighting, baked lighting, or vertex shading where the vertex would be assigned a color depending on the position of the lightsource and the normals

  • @raivy6942
    @raivy6942 3 ปีที่แล้ว +3

    Thats really funny! Keep making amazing vids :3

  • @gabrielxavier2676
    @gabrielxavier2676 2 ปีที่แล้ว +1

    Your "Press start!" Blinking text legit gave me goosebumps from nostalgia, LoL.
    That was awesome

  • @Wodsobe
    @Wodsobe 3 ปีที่แล้ว +5

    Very accurate! Btw, you can set your test resolution to HD, but your window resolution to not hd and youll have a full sized but pixlelated game.

  • @cliffsitems9832
    @cliffsitems9832 2 ปีที่แล้ว

    wow thanks for making this super simple to understand!

  • @ShadowreignGaming
    @ShadowreignGaming 2 ปีที่แล้ว

    A surprising amount of info packed into a 3 minute video. Top job, mate.

  • @Skeffles
    @Skeffles 3 ปีที่แล้ว +1

    You've nailed the aesthetic! I often think it might be interesting if more new games were like this but with higher resolutions.

  • @SamuelSarette
    @SamuelSarette 3 ปีที่แล้ว +34

    I kinda wanted the noob version of this where he shows you how to make the model itself... The rest is easy. I dunno Blender.

  • @MateriaGirl
    @MateriaGirl 2 ปีที่แล้ว +128

    "The first thing I did was create a 3D model"
    oh silly fucking me I thought that might be part of "learning to make PS1 graphics"
    "I learned how to paint masterpiece paintings in under 24 hours. First, I sketched a photorealistic woman with a slight sly smile"

    • @sagehanson190
      @sagehanson190 2 ปีที่แล้ว +8

      I learned how to make a low poly model in less than hour lmao
      I had literally zero experience. It really isn't that hard.

    • @ThatFilmisGnarly
      @ThatFilmisGnarly 2 ปีที่แล้ว +3

      @@sagehanson190 share the tutorial

    • @sagehanson190
      @sagehanson190 2 ปีที่แล้ว +3

      @@ThatFilmisGnarly
      Modeling:
      th-cam.com/video/4OUYOKGl7x0/w-d-xo.html
      Rigging:
      th-cam.com/video/srpOeu9UUBU/w-d-xo.html

    • @MateriaGirl
      @MateriaGirl 2 ปีที่แล้ว +3

      @@sagehanson190 I didn't say it was hard.
      I said I expected this video about how to make PS1 graphics to be about how to make PS1 graphics, not about how if you already know how to make PS1 graphics, you can make them look more accurate.

    • @sagehanson190
      @sagehanson190 2 ปีที่แล้ว

      @@MateriaGirl So you expected a tutorial going over the basics of blender and low poly? I mean if you're interested in that stuff why not just go look up an actual tutorial? PS1 graphics seem very simple but they're not where you start, they're stylized and have a certain aesthetic as you probably saw in the video. You need a small bit of knowledge before you can move in that direction.

  • @GammaWALLE
    @GammaWALLE 2 ปีที่แล้ว +1

    the character model you made for this is kinda adorable ngl

  • @sam_music555
    @sam_music555 3 ปีที่แล้ว

    Generally i don't like this kind of non video tutorials on this topics but this video actually made me to learn something and it was actually well made. Nice work garbaj

  • @K0msur
    @K0msur 2 ปีที่แล้ว +1

    This was the perfect video I needed to complete my current 3D project. I'm actually building a replica of some of the cars from the PS1 game LEGO Racers. I'm definitely putting a filter on them now to give them a classic look.

  • @thekaleb2976
    @thekaleb2976 2 ปีที่แล้ว

    do more of this bruh this made me sub

  • @lucasdesouza9674
    @lucasdesouza9674 ปีที่แล้ว

    amazing how much information in less than 3 minutes. ! +1 new sub

  • @cmck1777
    @cmck1777 2 ปีที่แล้ว +1

    Needs a post-process jitter filter on the game camera! Awesome video!!

  • @EannaWithAFada
    @EannaWithAFada 2 ปีที่แล้ว +2

    With modern technology and 4k graphics, we can replicate low poly playstation games but slightly less of an eyesore

  • @phan7m311
    @phan7m311 6 หลายเดือนก่อน +1

    THANK YOU SO MUCH!!!

  • @pochyena555
    @pochyena555 2 ปีที่แล้ว +1

    My face just started to shine when you switched to an "old school" resolution. Great video :-)

  • @synthoelectro
    @synthoelectro 3 ปีที่แล้ว +5

    This will be most likely be the next movement toward retro gaming.

  • @NOPerative
    @NOPerative 3 ปีที่แล้ว +6

    Definitely looks authentic - Mel Brooks would be proud.

  • @satsubatsu347
    @satsubatsu347 3 ปีที่แล้ว +2

    Great video. I suggest for an even more PSX look: convert the textures to TIM files and back before making the atlas. It will introduce compression artifacts that, I think, are essential to the look.
    Oh, and vertex shading solid colors... Keeps texture maps from looking like a carpet sample book, reduces number of texture maps needed, reduces UV work, etc.

  • @calebbilling4984
    @calebbilling4984 3 ปีที่แล้ว +7

    Christ, that Press Start takes me right back to playing the home console version of Radical Bikers. Still have that PS1, and it still runs perfectly despite being nearly... oh wow it's nearly thirty. Christ.

  • @FBl
    @FBl 2 ปีที่แล้ว +2

    I was about to cry when you said retro graphics. It seems that people have started considering PS1 era games as retro which means I’m now officially old.

  • @HLN327
    @HLN327 2 ปีที่แล้ว

    thank you so much for this tutorial i am so grateful

  • @Koolskull
    @Koolskull 3 ปีที่แล้ว

    awesome video dude, great job!,,

  • @GreenCloversGuy
    @GreenCloversGuy 3 ปีที่แล้ว +5

    This is something I can imagine a lot of people wanting to do and you did it with free software that anyone can download and use on their computer, so brilliant job!

    • @MrEspaillat
      @MrEspaillat 3 ปีที่แล้ว

      What software is it?? I wanna do this

    • @lucascoimbra3478
      @lucascoimbra3478 3 ปีที่แล้ว +3

      @@MrEspaillat He used blender and godot

  • @BaxzXD
    @BaxzXD 2 ปีที่แล้ว +1

    damn i never thought to make a 3d model you made this so much easier

  • @sir_jerhyn
    @sir_jerhyn 2 ปีที่แล้ว +4

    I'm glad they bring this style back, PS1 style graphics were just a nostalgic coin in my saved data! There has to be more games like this!

  • @spencerchamp
    @spencerchamp 2 ปีที่แล้ว

    Literally my ideal aesthetic tyvm

  • @Videominuting
    @Videominuting 2 ปีที่แล้ว

    nice breakdown!

  • @sidusuteloshi2086
    @sidusuteloshi2086 3 ปีที่แล้ว

    I really like this.
    Also I’m with you, I miss retro
    Graphics too.

  • @colderplasma
    @colderplasma 3 ปีที่แล้ว +226

    "I learned to make PS1 graphics"
    - Did not use affine mapping
    - Did not snap vertices
    - Did not make PS1 graphics

    • @billyj.causeyvideoguy7361
      @billyj.causeyvideoguy7361 2 ปีที่แล้ว +48

      Also used shadowed light source.
      Shadows had to be baked or faked.
      Also skeletal rigged the model when rigging wasn’t possible on the ps1 until very late in its lifespan (2000-2002)
      Not sure they had the right culling limit either.

    • @Xegethra
      @Xegethra 2 ปีที่แล้ว +59

      Pseudo PS1 graphics. I still think it looks good though.

    • @roadkill_52
      @roadkill_52 2 ปีที่แล้ว +8

      And it's not on 320x200, which is the best part of the PS1 graphics imo

    • @cringee21
      @cringee21 2 ปีที่แล้ว +52

      and he’s not running it on an actual ps1
      smh 😔

    • @Raggaren02
      @Raggaren02 2 ปีที่แล้ว +2

      recommend a youtuber or video that shows this? Im interested in learning this

  • @SATALIT3
    @SATALIT3 2 ปีที่แล้ว +1

    Oh my goodness now I wanna make ps1/ps2 graphics now. Thanks!

  • @MicahBuzanANIMATION
    @MicahBuzanANIMATION 2 ปีที่แล้ว

    Thanks for sharing the low poly love! I want to give this a try now.

  • @SorchaSublime
    @SorchaSublime 3 ปีที่แล้ว +4

    this graphical style (sans the resolution and aspect ratio part) is gonna be the 3D pixel art. I am extremely confident of this.

  • @triple-oe4hw
    @triple-oe4hw 3 ปีที่แล้ว +2

    Only guy I've seen editing textures with inkscape

  • @obscurecult
    @obscurecult 2 หลายเดือนก่อน

    It looks great!.please do a full tutorial

  • @nosoyjoseluis6155
    @nosoyjoseluis6155 2 ปีที่แล้ว +1

    Love it, another thing that adds a lot to that retro aesthetic would be texture warping.

  • @Bobo-ox7fj
    @Bobo-ox7fj 9 หลายเดือนก่อน +2

    Damn, you predicted the twitter thing.

  • @Siniy.
    @Siniy. 2 ปีที่แล้ว +2

    id really love to see the tutorial of making that model

  • @AleksandarPopovic
    @AleksandarPopovic 3 ปีที่แล้ว

    Very nice video and good job, i have PS 1 ah the memories....😍

  • @jackp492
    @jackp492 2 ปีที่แล้ว

    that's cool cheers fella

  • @imothy
    @imothy 2 ปีที่แล้ว +1

    Cool, thanks for this. Honestly after growing up in the 80's and witnessing the 8bit wars and then the 16bit and into the 3d gaming world, not much has changed. For a while games were just being re created over and over with just better graphics. Today, the playing field is level and you have to make games with creativity, just showcasing what the GPU can do isn't enough anymore.

  • @Definitely_a_Fox
    @Definitely_a_Fox 2 ปีที่แล้ว +2

    If you wanna nail the ps1 aesthetic, there are a few more things you can do.
    1#. Simulate a lack of a z-buffer.
    The z-buffer tells the render engine what polygons to draw first and what ones to draw last depending on their distance from the camera. Lots of PS1 games had issues with this since the console didn't have a native way of doing this. If you've ever played a PS1 game, you might see that some polygons that are obviously behind other ones get drawn in front due to small errors.
    2#. Get a shader that uses affine texture mapping.
    This will cause the textures to warp in strange ways depending on how the in-game camera looks at them. Affine texture mapping simply linearly maps the texture onto polygons without any care for perspective. The PS1 used affine texture mapping, so if you want to mimic the PS1 aesthetic, it'll be one of the things you'll need to use, but another tip in this tip, if you're gonna use this, you'll need to subdivide your meshes. Devs back on the PS1 did this to lessen the effect of affine texture warping, so if you wanna hit the aesthetic on the head, it'll be useful to take advantage of that too. Just remember not to make your meshes too high poly.
    3#. Integer vertex snapping.
    The ps1 couldn't use decimal values for vertex positions, so it had to snap vertexes to screenspace Integer values. This cause the vertex snapping that we all remember.
    4#. Colour Depth and Dithering.
    The PS1 could show 24 bits worth of colour or 16,777,216 different colours, but this mode was basically only for still image display. It was more common for games to use a 15-bit colour mode for actual gameplay. This means most games only had access to 32,768 colours during gameplay. If you want to simulate PS1 graphics, that's one thing you'll have to do.
    However, with such a small amount of colours, colour banding was basically a guarantee. To help with this, dithering is used to break up the banding and give the illusion of more colour.
    Personally, I'd only recommend using dithering on 3D graphics, but if you wanna use them on 2D art too, you do you.
    5#. Vertex shading.
    The PS1 couldn't quite handle per-pixel shading, so it had to survive with vertex shading. This causes shadows to be calculated per vertex instead of per pixel.
    No doubt I've missed something or I've gotten something blatantly wrong, so if you have any input or a correction, please tell me!

  • @whynotusepaper468
    @whynotusepaper468 3 ปีที่แล้ว +2

    Can you make a tutorial about importing a rigged character to blender with animations and stuff. Love your work btw!!

  • @StarLuson
    @StarLuson 2 ปีที่แล้ว

    This is so cool!

  • @Sammitch
    @Sammitch 2 ปีที่แล้ว +1

    I would love to play some sort of online multi-player 3rd person shooter in this style and a near future theme

  • @joshybratwurst1398
    @joshybratwurst1398 2 ปีที่แล้ว

    It's so nice to see that other people in the world have the motivation to do fun things

  • @synthnomore696
    @synthnomore696 2 ปีที่แล้ว

    Loved the model

  • @lightlysal
    @lightlysal 2 ปีที่แล้ว +11

    this is like building your own chair and saying how easy it was compared to the cavemen while holding power tools, nails, and construction implements

  • @feliper.rodrigues5569
    @feliper.rodrigues5569 2 ปีที่แล้ว +2

    I see we're using the "Draw the rest of the owl" school of learning

  • @henrykkaufman1488
    @henrykkaufman1488 2 ปีที่แล้ว

    For PS1 look you'd need a texture filtering/distortion shader as well. I have it somewhere in my project since I also made a PS1 aesthetic prototype some time ago.

  • @mikeg4691
    @mikeg4691 2 ปีที่แล้ว +43

    I can see this being a new trend for indie games like how pixel games are now. No complaints.

    • @eso29k
      @eso29k 2 ปีที่แล้ว +10

      it kinda is, i seen a couple (mostly indie horror) games use this kinda style

    • @Simonthecat88
      @Simonthecat88 2 ปีที่แล้ว +2

      Anodyne 2 is a good example.

    • @sulphurous2656
      @sulphurous2656 ปีที่แล้ว

      I'm not complaining. It is a tried and tested look. It allows one developer working on a project to focus more on actually creating the game and programming it rather than fiddling around for thousands of hours making photorealistic assets that can still look uncanny in the end.
      That way you can also spend more time on the gameplay features and art style instead and adding little things. Oh, and you can also run it on anything. So that is a bonus.
      And let's be real here, do most aspiring game developers who are just starting out with no programming experience really need those 8th gen AAA graphics to fulfill their vision in every scenario? Horror games especially come to mind here.

  • @thabackbone1665
    @thabackbone1665 2 ปีที่แล้ว

    1:57 Bro, Look at the graphics! OMG so cool!

  • @Even-Steven
    @Even-Steven 3 ปีที่แล้ว +2

    @1:51 The PS1 also supported hi-res modes. Wipeout 3: 720x480 (480i), and various other hi res modes like Ergheiz: 640x480, Tobal 1+2: 512x512 (which scaled to 640x480), Crash, Kain, Soulreaver, Quake2: 512x240, Tekken 3: 384x480 (also scaled to 640x480) The problem of course, these screen modes leave little texture space. Depending on the art direction, vertex colors alone would do the job...

  • @etherego2913
    @etherego2913 2 ปีที่แล้ว +2

    Dope! How long do you think it would take to recreate the last cutscene from the first kingdom hearts game by yourself? Those graphics blow my mind. And you should recreate the scene a ps1 version hahaha. Maybe you could make a series where you take certain cutscenes from games and recreate them as ps1 versions. I think it’d be dope

  • @zilla3449
    @zilla3449 2 ปีที่แล้ว

    Really cool!

  • @hdhwkq
    @hdhwkq 3 ปีที่แล้ว +5

    This is magic

  • @oceanmax1357
    @oceanmax1357 3 ปีที่แล้ว +1

    Big fan and best godot tutorial

  • @joshuastein1888
    @joshuastein1888 2 ปีที่แล้ว +2

    textures are still filtered. fog should be dithered (i know it looks smooth on crt), add jittering due to lack of floating point unit and affine textures.
    can you emulate the software depth sorting in a simple shader??? or maybe fake it by rounding the depth value?

  • @fragarena9910
    @fragarena9910 3 ปีที่แล้ว +1

    you're growing fast boi B]

    • @garbaj
      @garbaj  3 ปีที่แล้ว +1

      All according to plan >:)

  • @Nikku4211
    @Nikku4211 11 หลายเดือนก่อน +1

    PS1 maximum resolution is actually 640x480 interlaced (in NTSC) but this was rarely used because the entire screen takes up part of the same video memory used to store textures, and there isn't much VRAM.

  • @nouan574
    @nouan574 2 ปีที่แล้ว

    That's neat!!

  • @cheapshushi432
    @cheapshushi432 2 ปีที่แล้ว +5

    what the hell do you mean easy. this is hell.

  • @IPunchWithMyFists
    @IPunchWithMyFists 2 ปีที่แล้ว +3

    "first i made a 3D model"
    oh okay, this tutorial isn't for me then, got it, best of luck though, the graphics look great!

    • @lynns5309
      @lynns5309 2 ปีที่แล้ว

      Making models isn't too difficult and PS1 type models can be done by anyone in blender if you had some simple steps laid out for you. I absolutely would recommend doing blender guru's Donut modeling tutorial though, that thing is genuinely a holy grail for getting into modeling and learning blender. And there's also some fantastic rigging tutorials out there as well.
      Alternatively you can also just import something like the Resident Evil 2 PS1 models into blender and just use those. I've made some models using Leon Kennedy and it's about as authentic as you can get. The hard part is all the shaders and dithering and shit you gotta do afterwards that sucks. Like right now i've figured out how to get those jagged edges but getting the dithering native to ps1 titles is apparently very difficult (though I did find a shader for that on unity)

  • @anticontraband
    @anticontraband 2 ปีที่แล้ว +5

    "...and it turns out it's pretty easy. The first thing I did was make a 3D model."
    Me: 😢

  • @Delita45
    @Delita45 2 ปีที่แล้ว +1

    this is some high quality garbaj
    yes i'm aware this probably isn't the first time someone's made the joke, though im new here so maybe idk

  • @romeu_
    @romeu_ 2 ปีที่แล้ว

    I think these graphics are very cute, good job

  • @aortaplatinum
    @aortaplatinum 2 ปีที่แล้ว +2

    Note for the Chads who want Saturn style visuals based on this video, instead of just PS1 or N64- Saturn was more color saturated than PS1 and also had no texture filtering, in addition, there would sometimes be flickering polys. 3D games on Saturn also had a more reflective look to their polys since the first party titles used what would later become Sonic Adventure's Lantern Engine lighting, palette based. Really good examples to reference are Burning Rangers and Panzer Dragoon Saga if you want to make something that looks nicer, or Tomb Raider and Sonic R if you're trying to go full Saturn faithful. Resolution for like 90% of games on the console was 320x240, but it also had a high res mode that a few games used at an absolute maximum of 704 X 480

  • @xChrisue
    @xChrisue 2 ปีที่แล้ว

    I loved how concise this video was but what are the apps used ?

  • @chaseyates3848
    @chaseyates3848 2 ปีที่แล้ว +2

    2 pretty important things if you wanna make it look as convincing as possible:
    1. make a shader that rounds vertex positions in view space. This gives models that strange wobbliness as the ps1 didn't have floating point values for those positions (pretty sure, don't quote me on that)
    2. Use affine texture mapping and subdivide your models on large flat surfaces. This gives textures that strange warped look as the camera gets closer.

  • @morbid1.
    @morbid1. 2 ปีที่แล้ว +1

    joints were not connected in old 3D games because lack of proper skinning that would work in real time so it was easier to separate body into parts with pivots in joint spots and animate it like that...

  • @lentencraft
    @lentencraft 11 หลายเดือนก่อน

    I could also reccomend using the native low resolution but using some good anti aliasing like 3 or 4 times msaa. CRTs naturally smoothed out the pixels and AA does something kind of similar

  • @user-ix6jb1fs6v
    @user-ix6jb1fs6v 2 ปีที่แล้ว +1

    Very interesting, anyone know where the Saturn stands on the texture filtering?

  • @dultswim6890
    @dultswim6890 2 ปีที่แล้ว

    so cool!

  • @Michael-hw2mp
    @Michael-hw2mp ปีที่แล้ว +2

    Can you do a tutorial on how to make a model in that style?

  • @SaiponathGames
    @SaiponathGames 3 ปีที่แล้ว

    Cool one!

  • @gblargg
    @gblargg 8 หลายเดือนก่อน +1

    I was sure this would be how to get the weird texture distortions the PS1 had.

  • @bigguy8651
    @bigguy8651 3 ปีที่แล้ว

    Production quality went up

  • @Povilaz
    @Povilaz 2 ปีที่แล้ว

    Cool. Now I have to try that...

  • @happyc6770
    @happyc6770 2 ปีที่แล้ว

    may i ask if you could show how to do gamecube or ps2 graphics style for rpg maybe? like skies of arcadia or persona.