1052x720

4.jpg

๐Ÿงต How do you fake chopped, PS1 tier edges in Blender?

Anonymous No. 840609

How to make purposefully shitty graphics?

Anonymous No. 840612

>disable antialiasing
>render at 640x480

not that hard

Anonymous No. 840629

What the other anon said. If you want to make the graphics look extra shitty, you'll need to add dithering though.

Anonymous No. 840687

>>840609
turn off mipmaps (actually makes your sprites look crisp). set your rez low. make your characters in segments as volume preservation in limb bending was difficult. maybe limit colors.

Anonymous No. 840698

>>840612
>640x480
320x240

Anonymous No. 840874

how do you fake the distortion from the technical problems ps1 had?

Anonymous No. 840906

inb4 hidden anon

Anonymous No. 840922

>>840874
Depends what you're faking it in.
There are easily googlable shaders to do it in unity, unreal and godot, but doing it in 3D packages like blender and maya seems to be more limited.

The best way to to vertex snapping is with a shrinkwrap modifier and a bunch of intersecting planes.

Anonymous No. 840925

FUCKING GOOGLE IT RETARD
https://www.youtube.com/watch?v=wVtry7CKr-U&ab_channel=innovational_dummy

Anonymous No. 840959

>>840874
>>840922

If you mean the jittering vertices, you can get a similar effect in Maya by moving your character rig very far from the 0 point of the scene. Once it's far enough, the vertex positions will begin to glitch out. It does require the object to be skinned to a bone, if I remember right. Not sure if you can do the same in Blender.

If you have a very large scene, this can cause issues when you don't want the effect, but you can work around it, by moving the entire scene between shots, so the current point of interest is always close to the origin.

Anonymous No. 840995

>>840959
In blender I use two objects that are arrays of planes to correspond to the x and y screen space of every every pixel the camera can render, and have the scene snap to the nearest surface of each.

Anonymous No. 841012

>>840609
Remember to use tiny texture sizes.
Keep the total area of the UV map for a character to 256px x 256px.

Anonymous No. 841160

>>840959
Oh right, floating point errors. Of course.

Anonymous No. 841185

>>840874
theres a godot shader for that, atleast

Anonymous No. 841194

>>841185
I don't know godot, sorry. It seems pretty cool though

Anonymous No. 842009

>>840874
based on >>840959 's idea and with a little testing, if you can fit your entire scene (or just the rendered part) between 8388608 and 16777216 on x, y, z, (origin at 12582912 xyz) you'll get the shimmering vertices like the ps1. you'll have to scale the scene up as well by maybe 4, maybe 100, maybe 1000, whatever you're doing so that it's actually able to move between integers.

i tested this in blender with something abstract i made a while ago. parent absolutely everything to an Empty, and move that to XYZ 12582912, scale it up or maybe down as necessary so your verts don't all round to the new origin, adjust the viewport near and far clipping plane so you can see what you're doing, as well as for the camera, maybe also focal length

Anonymous No. 842020

>>840609u suffer

Anonymous No. 842036

>>842009
this is just silly

Anonymous No. 842038

>>842036
works tho

Anonymous No. 843138

>>840609
https://www.youtube.com/watch?v=IvnkWNW8x6c
Ask teamfourstar, internet personalities aren't as busy as people think they are

Anonymous No. 843174

>>840612
>>840609

Retard. You have to turn your vector positions into integers instead of floats too.

Anonymous No. 843255

These graphics are a product of the technology of their time.

Also: can't you even analyze and deconstruct what you see before you?!

Anonymous No. 843427

>>842036
Nothing that gets your goal in the end result is too silly