It’s not just nostalgia though that obviously plays a big part. It also gives more room to once own imagination, like a book. How the world and characters look is up to the imagination of the player. The game gives you a broad idea and then your mind fills out the rest. It’s why remasters/ remakes often don’t evoke the same feeling we have with the original.
@@CloudlessStudio for guys on CZcams it’s all about that good audio quality and voice! So please go ahead! If you need anything or wanna try a collab thing let me know 🙏
I think you nailed it with PSX style and atmosphere! I really like use of the wobbling node shader, I thought that's some floating point vector position magic going on here, as it was originally on PSX (Kind of (If I remember correctly 😄))
I always enjoy your videos and drawing inspirations from your aesthetic :) I will try your approach of adding shadows in blender instead of going back and forth 100x times. I also noticed you let your UV stay "curved"; I guess is the right word? What do you think about unwraping UV to square shapes (see RE2 textures). I found that this allows me to fit pixels perfectly into shapes and let the topology do some of the heavy work like bending a straight line around a curve. On the other hand, you also have to fight this sometimes to retain a pixel density to your liking so use with caution 🤷♂
Thank you for the kind words! You can look at the heat maps in terms of the curves to see how the textures will deform. I keep my uv wraps very basic just to save time, and tbh ps1 models usually don’t require the best unwraps. It also takes much less time and I usually have 1-2 hours a day to work on games. I think both approaches work! Also painting the shadows in blender is super easy. I recommend using a very low opacity on the brush and layering it, kinda like drawing dark shapes with a pencil :)
If you pixelize the face couldn't you deconstruct multiple faces and make frankinstein textures for character creation? I've been using thispersondoesnotexist to get random faces but your video game me this idea so I wanted to share
Why would u limit yourself with the tools? it wasn't the point. If u can achieve similar to PS1 style, but 100x faster. JUST DO IT! Time is worth more than money.
I really like the look of your game and movement of your character and your characters hair. I hope I can get myself to try and make a retro style game. I've always wanted to create some small game project. To at least attempt to make something BUT there's something about the actual process of making a game that it's just NOT Intuitive. I wish making a game uses the same processes as making art projects or sculptures. Like a hands on building, crafting processes. Instead game creation is behind this wall of unintuitive programming and code and that's the most frustrating part to me. I wish we could build new ways of making games
@@benmcreynolds8581 well there’s a lot of resources that help you on your journey. Look at my first video of the Witcher. It took me many years to come to where I am now
Nice the logic is very simple it's the modeling and texturing part that f's me up, how would one go about implementing this with a store asset character?
Also, for the faces, you can just use "this person does not exist" AI generator. It's really simple, just one button, and u get free HD face, no copyrights, no lawsuits, cos like the name suggest, this person indeed, does not exist irl!
how easy it is to create a responsive TPS controller in UE4? I always see smooth and crispy animations and blend spaces on Unreal games. This is from a godot dev that have been thinking of trying unreal
@CloudlessStudio nice, do you remember where you learned those things and how much time it took? Since I already have experience with an engine, I think it might not be that hard to convert the knowledge but I can't find any good source
@@orca1361 No worries, good luck. The best idea would be to port/download the official models and just import them to your 3D software of your choice (like Blender) then check stats.
it's funny how we have a high graphics technology yet we still choose low graphics lol😅, AND GREAT VIDEO MAN TYSM i love this art style so much
Thanks! I really like this old low poly art. I guess it’s nostalgia
It’s not just nostalgia though that obviously plays a big part. It also gives more room to once own imagination, like a book. How the world and characters look is up to the imagination of the player. The game gives you a broad idea and then your mind fills out the rest. It’s why remasters/ remakes often don’t evoke the same feeling we have with the original.
@otdreamer193IRONFIST-yx6gn Nerd
@@raskolnikov6443 Nerd
You completely forgot to mention one of the best 3d modelling, animating, and texturing tutorial artists on youtube! MikeRoeGames
What a great video! and 😅🙏 thanks for the shout-out man
I really love how you approach your PS1 project, also your audio/voice I great.
Thank you :)
Do you think I should make more videos like this? You’re the second person to tell me I’ve got a good voice lol!
@@CloudlessStudio for guys on CZcams it’s all about that good audio quality and voice! So please go ahead! If you need anything or wanna try a collab thing let me know 🙏
@@StarkCraftsYT Always down to collab =)
@@StarkCraftsYT Do you have discord?
i appreciate this rizzler
No problem
You’re a rockstar! 🎉❤
I didn't know you could use emission this way. Hope you keep these videos coming!
Yeah lots of trial and error with my process, but I find this a more modern take on ps1
cool!!!!!!!!!
Hey super nice video : ) thanks for sharing your approach on the PSX sytle
Thank you brother
@@Sirdilophosaurusthethird2.0 xD I have read that in homer simpsons voice xD
Awesome!
Thank you!
welcome! keep up the good work :) @@CloudlessStudio
I think you nailed it with PSX style and atmosphere! I really like use of the wobbling node shader, I thought that's some floating point vector position magic going on here, as it was originally on PSX (Kind of (If I remember correctly 😄))
It’s all smoke and mirrors :)
i would like to see the process of modelling that character. i really like that style
I always enjoy your videos and drawing inspirations from your aesthetic :)
I will try your approach of adding shadows in blender instead of going back and forth 100x times.
I also noticed you let your UV stay "curved"; I guess is the right word?
What do you think about unwraping UV to square shapes (see RE2 textures). I found that this allows me to fit pixels perfectly into shapes and let the topology do some of the heavy work like bending a straight line around a curve. On the other hand, you also have to fight this sometimes to retain a pixel density to your liking so use with caution 🤷♂
Thank you for the kind words! You can look at the heat maps in terms of the curves to see how the textures will deform. I keep my uv wraps very basic just to save time, and tbh ps1 models usually don’t require the best unwraps. It also takes much less time and I usually have 1-2 hours a day to work on games.
I think both approaches work!
Also painting the shadows in blender is super easy. I recommend using a very low opacity on the brush and layering it, kinda like drawing dark shapes with a pencil :)
If you pixelize the face couldn't you deconstruct multiple faces and make frankinstein textures for character creation? I've been using thispersondoesnotexist to get random faces but your video game me this idea so I wanted to share
Why would u limit yourself with the tools? it wasn't the point. If u can achieve similar to PS1 style, but 100x faster. JUST DO IT! Time is worth more than money.
I am so stunned by that ps1 elden ring game play. What was that???
I really like the look of your game and movement of your character and your characters hair. I hope I can get myself to try and make a retro style game. I've always wanted to create some small game project. To at least attempt to make something BUT there's something about the actual process of making a game that it's just NOT Intuitive. I wish making a game uses the same processes as making art projects or sculptures. Like a hands on building, crafting processes. Instead game creation is behind this wall of unintuitive programming and code and that's the most frustrating part to me. I wish we could build new ways of making games
@@benmcreynolds8581 well there’s a lot of resources that help you on your journey. Look at my first video of the Witcher. It took me many years to come to where I am now
Nice the logic is very simple it's the modeling and texturing part that f's me up, how would one go about implementing this with a store asset character?
import said character into blender and edit the texture/UV
Also, for the faces, you can just use "this person does not exist" AI generator. It's really simple, just one button, and u get free HD face, no copyrights, no lawsuits, cos like the name suggest, this person indeed, does not exist irl!
“HE ENDURED BLISTERING WINDS AND SCORCHING DESERTS” 0:21
@@NosiahSwim is that a shrek reference haha
@@CloudlessStudio 😂yes you made a psx rendition of Prince Charming!
@@NosiahSwim haha I do love that character
@@CloudlessStudio any plans to make a multiplayer option? Like allowing players to create servers and such?
@@NosiahSwim Im sorry add multiplayer to what?
Great Video man, please show the shader process!
Which shader would you like to see?
how easy it is to create a responsive TPS controller in UE4? I always see smooth and crispy animations and blend spaces on Unreal games. This is from a godot dev that have been thinking of trying unreal
In blueprint it will take you about 5 minutes in C++ about 10. It’s actually very easy, a lot of the components come with the engine.
@CloudlessStudio nice, do you remember where you learned those things and how much time it took? Since I already have experience with an engine, I think it might not be that hard to convert the knowledge but I can't find any good source
@@viniciusantonio2253 you can just google it tbh but the unreal docs show you how to setup both c++ and blueprints
Got any tips on making models that look like old school runescape?
Study the topology of RS. Don't just look at it.
@@Sub5_77 ok cool. I want to make a retro shooter but with low poly old school RuneScape models. Just wasn’t sure on the tris and poly count
@@orca1361 No worries, good luck. The best idea would be to port/download the official models and just import them to your 3D software of your choice (like Blender) then check stats.
Why are you giving away your game?
What do you mean?
@@CloudlessStudioYour game is free on Steam right?
@@hpbecraft oh yeah. I just didn’t think it was all too good to charge money for it!
@@CloudlessStudioGood lord, it totally could be or is today.