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Anonymous No. 884884

I'm looking for old videogame softwares (PS1, middle to late 90's PC graphics) for a project. The idea is to have that retro, vintage, nostalgic feel, that's why I'm searching for a rather old and basic software. Also if there's a more modern one that could easily be used with low poly models could also work

Anonymous No. 884887

>>884884
Troon detected

Anonymous No. 884889

this shit again.

Anonymous No. 884890

>>884884
I literally made a thread to explain this with godot 3.4.2 and blender 2.7 but mods deleted it.

Anonymous No. 884891

It would be a smarter idea to use modern software and create your artwork in that style there instead of using old one. Why? Old software of the 90s may not even run on your modern system without emulation and also it is usually way more complicated. Basically you'd have to learn obsolete workflows just for that one project of which a lot won't transfer easily to newer software when you make the jump to new ones. It's just horribly inefficient and most likely you'll get frustrated and abandon that idea after a day.
You absolutely can create stuff that looks like that with modern software and learning how is no big deal with so much learning material literally everywhere.

Anonymous No. 884892

>>884890
>but mods deleted it.
lol why

Anonymous No. 884900

>>884884
>The idea is to have that retro, vintage, nostalgic feel
Guess what...thousands of other retards had the same idea and many of them came here and posted the same shit, nobody ever made it.
If you think you can get away with being a shitty artist and this is why you pick this aesthetic then I have some bad news for you: you can't.
There is no shortcut to being a good artist nor is there a substitute for being a good artist, not with modern stuff and not with old stuff.
And of course you retard fall into the same trap of thinking you need old software for that, its like a fucking déjà vu, every month one of you retards strands here and gets his dreams crushed by an overdose of reality.
Prepare your anus...

Anonymous No. 884903

Another week, another schizo thread.

OP, you NGMI

Anonymous No. 884906

>>884892
ok, going to repost what you need again.
Just copy paste this shit on every thread about this.

>Pong shading model on the materials, pong specular
>Only ambient light on day scene and some cone or sphere light with ambient set to dark on night scenes
>500 poly meshes
>256px resolution textures, set to not antialising/filter/mipmaps and gif compression with some dithering from basic procedural materials or 90's downscaled texture packs
>Psx render resolution
>Psx vertex wobbling shader
>No PBR or modern lighting render engines, stay on blender 2.7 or godot 3.4.2 render engines set to pong
>Basic difusse pong materials

This is from what I remember from watching resident evil render backgrounds on the psx.

Anonymous No. 884914

>>884884
milkshape3d
wings3d
gmax
old <2.49 blender

gl1.1 is still fully supported, so make your own renderer in C

Anonymous No. 884915

fuck off cris

Anonymous No. 884934

>use the ping pong shader

Anonymous No. 884942

>>884884
dunno if these are good. tried them but im kinda frustated despite using maya for years
could be since im not a natural lol
https://united3dartists.com/forum/viewtopic.php?t=3687

Anonymous No. 884968

>>884884
>Search for PS1 specs.
>Search for PS1 polycount limitations, draw distance, etc.
>Impose said limitations into your project.
>profit.
There is no reason to not use a modern engine as long as you know how to limit yourself.

Anonymous No. 885148

>>884884
What's the point of using old software?? Low poly modeling is pretty much the same in all 3D software. It's just so basic and simple, that it could be done in ANY 3D app. Only the game engine really affects how it looks and maybe the render engine (if you're using pre-rendered pictures or cutscenes). Maya, Blender, and 3DS Max have all been around since the 90s. Use them.

Anonymous No. 885262

>>884884
Stop spamming after no one responds to you

Anonymous No. 885263

fuck off cris

Anonymous No. 886187

>>884891
This. Use what your comfy with then translate it into a usable file, its a hell of a lot easier to squash a .obj into .bin than it is to learn a new software. Stick with modern rendering systems if your looking to make old styled stuff, then work backwards until you have what you need.
>I still use Paint.net for model texturing.

>>884900
>There is no shortcut to being a good artist nor is there a substitute for being a good artist, not with modern stuff and not with old stuff.

Exactly. For every hardware accurate model, there is hundreds of terrible chis abominations. It takes time and effort to hone in your skill and style. You cant rush it.

Here's my personal challenge:
Make your model less than 264 tri's
16x16 resolution textures
No lighting
4 colors