3 ms·
Consider a modern engine with shaders that enforce those arbitrary limits. Unity shader asset: https://assetstore.unity.com/packages/vfx/shaders/psxeffects-132
by trynewideas 6y ago
Consider a modern engine with shaders that enforce those arbitrary limits.
Unity shader asset: https://assetstore.unity.com/packages/vfx/shaders/psxeffects-132368 https://assetstore.unity.com/packages/vfx/shaders/psxeffects...
Godot shader example: https://github.com/MenacingMecha/godot-psx-style-demo https://github.com/MenacingMecha/godot-psx-style-demo
You can use modern modeling tools with self-imposed limits on model complexity and texture sizes. (Blender is even era-appropriate — its first public release was in 1998.)
In the context of a PS1-era demake: https://www.gamesradar.com/heres-how-to-create-a-ps1-demake-and-your-chance-to-vote-on-what-game-gets-made-next/ https://www.gamesradar.com/heres-how-to-create-a-ps1-demake-...
Alternatively, see Crocotile3D, which approaches that era's aesthetic from a different angle of simplified tile-based modeling: http://www.crocotile3d.com/ http://www.crocotile3d.com/
- lostgame 6y agoI am using that exact Unity shader! :)