- Видео 12
- Просмотров 33 180
Pixel Perfect
Швеция
Добавлен 26 авг 2024
Welcome to Pixel Perfect! GameDev tutorials, devlogs and more!
Retro PS1 Inspired 3D Modeling & Texturing Tutorial | Blender and Substance Painter
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Hello everyone and welcome to a new tutorial video! This time we will be taking a deep dive in to modeling and texturing a PS1 inspired retro model.
We will be going through all the steps from modeling and UVing in Blender and then baking and texturing in Adobe Substance Painter and then finally doing the last tweaks in Photoshop. It's going to be a longer video and I hope that you all enjoy it!
We wont go through the very basics of these programs so it's recommended you have some basic knowledge of them and if you want me to do a bas...
Hello everyone and welcome to a new tutorial video! This time we will be taking a deep dive in to modeling and texturing a PS1 inspired retro model.
We will be going through all the steps from modeling and UVing in Blender and then baking and texturing in Adobe Substance Painter and then finally doing the last tweaks in Photoshop. It's going to be a longer video and I hope that you all enjoy it!
We wont go through the very basics of these programs so it's recommended you have some basic knowledge of them and if you want me to do a bas...
Просмотров: 2 622
Видео
Retro Inspired Horror Game | Devlog 1 | Finishing the Prototype
Просмотров 3,2 тыс.Месяц назад
Hello everyone and welcome to the second Devlog for my first solo game project, a retro game inspired first person horror game! In this video we will go through what has happened since the last one, some of the feedback received and what the next steps are going forward now that the prototype phase is over. It's a super exciting time ahead so let's see what happens going forward! The devlog is ...
Unreal Engine 5 Custom Collision Tutorial | Basic, Complex, Custom & Generated Collision Meshes
Просмотров 824Месяц назад
In this Unreal Engine 5 tutorial, learn everything you need to know about setting up different types of collision meshes! From basic and complex collision to creating custom collision shapes in Blender and importing them into UE5, this guide will help you master collision setup for more accurate and optimized gameplay interactions. What You’ll Learn: The differences between basic and complex co...
PS1-Inspired Horror Game | Devlog 0 | Introduction & Early Progress
Просмотров 11 тыс.2 месяца назад
Welcome to my very first devlog! Let's start the Horror journey together. What’s Covered in This Devlog: Who I Am: A brief introduction to me and my game development background. Game Concept: An overview of my horror game’s theme, atmosphere, and inspirations drawn from classic PS1 horror titles. Development Progress: Early progress in Blender and Unreal Engine 5, including my approach to 3D ar...
Blender to Unreal Engine 5 - PS1 Style First Person Arms Tutorial
Просмотров 8222 месяца назад
In this in-depth Blender and Unreal Engine 5 tutorial, learn how to create low-poly PlayStation 1-style first-person arms for an FPS game. From modeling in Blender to setting up animations and importing into Unreal Engine 5, this tutorial covers everything you need to know to bring retro-style character animations into your game projects. What You'll Learn: * Modeling low-poly PS1-style arms fo...
Playstation 1 Vertex Snapping in Unreal Engine 5 - A quick tutorial
Просмотров 2,8 тыс.3 месяца назад
In this Unreal Engine 5 tutorial, learn how to create a retro-inspired PlayStation 1 vertex snapping effect using a Material Parameter Collection and Material Function. This technique, often referred to as vertex jittering, emulates the distinctive, blocky look of PS1 graphics. I’ll guide you through setting up a master material and creating material instances that allow for customizable vertex...
PS1 Style Texturing & 3D Modelling Tutorial | Blender & Texture Ripper Walkthrough
Просмотров 5 тыс.3 месяца назад
In this tutorial, learn how to create PlayStation 1 style textures and models using Blender and Texture Ripper. We’ll walk you through extracting image parts to use as texture maps, downscaling them for a pixelated, retro look, and adding color dithering to mimic the classic PS1 aesthetic. Then, we dive into Blender 3D modeling, where we recreate a vintage CRT TV with a PlayStation 1 console, s...
Unreal Engine 5 Retro Shader Tutorial | Pixelation & Color Posterization Post Processing Material
Просмотров 6 тыс.4 месяца назад
In this Unreal Engine 5 tutorial, learn how to create a retro-style shader with adjustable pixelation and color posterization effects using a post-processing material. This guide walks you through the entire process, step-by-step, so you can easily add retro visuals to your UE5 projects. Both the pixelation and color posterization effects are fully customizable, allowing you to tweak the intens...
is there a way to make the jitter affect every model in the game without having to make an instance of them?
No, not really, that I know of at least, unfortunately. I would say that the easiest way is to add the effect to a master material, since in general you'd want to have a master material that you create all other material instances from for your models. I do not know of any way to get this effect outside of creating it in a material however.
@ ight still thx for the tutorial
Thanks for easy and nice tutorial :)
Thank you for watching, hope it helped! :)
Thank you very much for your help! Merry Christmas!
Thank you for watching and I hope that the video helped. Merry Christmas! :)
Thanks! hoping i get to the stage of adding this to my game
Hope that the video helps, wish you the best for your game project then in that case!
That is not dithering, that is called posterization (the way you reduce colours in your scene) Dithering means the blending of two destinct colours using defined masks (so that the edge between two posterized colours blends nicer) I don't mean to trow shade, but I am scouring the internet for a proper dithering implementation in unreal engine. Sadly, this is not it. HOWEVER, this is a very clean and simple implementation of pixelation and posterization! Props for that!
Hey! No worries at all and thank you for the info, I looked more in to posterization and you are absolutely correct, I'll update the title to better reflect what is in it so more people do not have to check out the wrong video if they are looking for dithering (proper that is, haha). I hope that you find what you are looking for, I'll join in on the hunt for that later as well! :)
how do u make those textures? btw its Marvelous
Thank you kindly, I have a tutorial video up on how to do the textures more in depth right here: ruclips.net/video/nHqLn8AsN5k/видео.html There is another modeling and texturing tutorial up not to long ago as well on the channel! :)
awesome tutorial! it was perfect, pixel perfect!
Thank you kindly, I hope it helped! 😄
Very cool, im looking forward to see were this is going. Wish you luck!
Thank you kindly!
This is really well done! Good work, and thank you for sharing!
Thank you kindly, hope you found it useful! :D
Enemies could be mutation experiments
That's a good idea! Adding it to the list! :D
wish substance painter wasn't that expensive T_T;
🏴☠️
Agreed it is on the expensive side :/
Anyone else hitting some consistent GPU crashes with this technique in 5.5? DX12 dies because the GPU hangs too long and believes the device was removed, and the game crashes when playing in editor. This happens more often if multiple viewport windows are opened.
Unfortunately I am not sure what the issue can be, I have not moved over to UE5.5 yet, but I'll keep an eye here if anyone else might know what the issue is and if I have to update anything in the video.
@@PixelPerfect_Dev All good, thanks for keeping an eye out!
Off topic, where did you get your desktop background? It speaks to me
You can find it here www.reddit.com/r/wallpapers/comments/hdtv4g/forest_rays_38402160/?rdt=47939 :)
discord link is dead
Ah dang it, here is a new link! Thanks for letting me know! discord.gg/5UHqTrV648
Awesome stuff man, glad I found your channel.
Thank you kindly! Happy to hear that you are enjoying the videos!
heya, i think its awesome too, but for me it feels too smooth for an old style game. Maybe 60 or 30 fps?
Hey, thank you very much! Yes I absolutely agree with you, I have some tests I want to do soon to look in to frame rate, resolutions and post process effects and what to add or remove. But I agree that it should in the end probably default to 24/30fps with the option to uncap it if the player wants to :)
Your discord link expired😢
Oh dang it, I'll update the link but here is a new one :D Thank you for letting me know! discord.gg/xVYDWpJ7
I would export from PS as a PNG. JPG will introduce compression artifacts you can’t predict.
Yes that is true, PNG is the better alternative for projects if it's something you will continuously work on! Should have pointed it out in the video :)
Queston: At the start when you had the desk walls that you wanted to give thickness to, was there a special reason that you used the Solidify modier instead of extruding faces along normals?
No in this case I could have extruded along normals as well and gotten the same result, but I try to keep a habit of using the solidify modifier since it's non-destructive and you have a lot more control in changing it as you go compared to extruding it for most other times :)
lovely
Thank you kindly!
Hands down the best quantization effect i've seen for UE, but wow, motion blur RUINS it!
Thank you kindly and yes I do agree that motion blur makes it very muddy to look at most of the time!
To try everything Brilliant has to offer-free-for a full 30 days, visit brilliant.org/PixelPerfect/ . You’ll also get 20% off an annual premium subscription.
Try adding some basic logic for the console in the starting location. Make the buttons clickable so they change the indicator lights on the panel. For a specific combination (when two random buttons are pressed and their lights are on, while one button is not pressed), trigger a game-over scenario where the room fills with gas. This level of immersion will add value even to a vertical slice demo and will generate more interest from testers and potential future players. By the way, great visuals!
Thank you for the great feedback, I've taken some notes of the ideas and will see what I can update going forward, I do like having some more interactive consoles in the game and not just static meshes so might be something I add soon! Thank you!
awesome vid! time to practice texturing!
Thank you kindly! Best of luck on the texturing! :D
HE'SSS BACKKKKK STRONGER AND BETTER THEN EVER!
Thank you! Hoping the coming videos will live up to the hype as well :D
Ghost enemy that can only be seen by taking pictures and looking at the photos. I think this would make for a very scary enemy because it makes the player always nervous that there could be an invisible enemy in front of them. The players screen could get distorted the closer the enemy is to let them know when to start taking pictures. Lights could also flicker and the players breath could be visible indicating that the ghost is making the room cold.
Thank you, I really like the idea of some sort of ghost like creature as well. Will take a note of it and see if it can be added in later! :D
how do you move around in blender? Like how do I zoom in and out without the movement of the blender becoming slow?
Not super sure on what you mean with the movement being slow but perhaps try to change the viewport shading to Solid by pressing Z, it might be that you are in rendered view for example?
@@PixelPerfect_Dev thanks I will give it a try!
@@rekkedstudios Hope it helps!
nice level design!
Thank you!
Wonderful tutor! Question: is it possible to use a similar effect for the material, but without camera movement, so that the object material twitches by itself?
Thank you kindly. I would imagine that there is but I am not sure how exactly, the snapping itself from the PS1 games was based on the movement of the camera and the closest point a vertex could snap to in world space so it might be hard to find some help on how to do it another way. Sorry for not knowing fully but there might be some help on RUclips if you search around for vertex snapping :)
your amazing mate
Thank you kindly, I am happy the videos help!
if you want an enemy that isnt too chasey for a flooded area, something that swims around in the water and swims towards any noise could be cool
That sounds really interesting as well, I'll have to look in to that a bit further, thank you!
Hey! Can you recommend me a Blender course to learn this style? Thank you!
Hi! I am not super familiar with courses overall, there are some good quicker tutorials if you search for things like "blender ps1 modeling" etc. there might be some searching but there are some good creators out there like Stark Crafts, MikeRoeGames and TheSicklyWizard for example that you could look in to more. I also plan to start making some more Blender and texturing tutorials soon also :)
love the atmosphere!
Thank you, hopefully it will get even better going forward :D
Nice
Thank you kindly!
I love retro style games, the best thing I can advise is not to make large locations, and not to make a large world at all, walking in your game is very slow. But even if you decide to increase the walking speed, it will still be a walking simulator, as you said. I would like to see dynamic events in a relatively small space and considering that you wanted to add puzzles, it is better to let the player interact with computers that logically have access to the location functionality and at the same time replace banal notes with PC files that organically fit into the setting. And most importantly, choose a clear color palette, this will be half of your style.
That is really good advice, I have also started to look more in to making the areas smaller and then use a few larger/open ones for when it might be needed. Also really good idea with the PC files, I had not thought of that so will definitely have a closer look in to adding that in the future, thank you!
@@PixelPerfect_Dev I'm currently working on my own game, I've watched a lot of tutorials and taken courses on every aspect of game development. I'm currently in the final stages of writing the story and script (my game will be story-driven), then I'll be doing concept art. If you need to discuss anything, ask.
@@mastergenom Ah that's great to hear, sounds like you have a good solid foundation to start from in that case! Thanks, always great to have people to help discuss possible issues with! :D
Floating arms as a RUclips persona is certainly not a concept I've ever imagined seeing, but I appreciate it regardless. lol
Haha yea, I still have not figures out what to make as myself at this point, but hey floating arms are keeping with the theme so far :D
Once i use modular meshes, if you had an clear idea what style do you want it is great but sometimes it could end with some repetitives levels but if you do it great you can save a lot of time
Absolutely agreed on that, I hope that I will be able to create enough assets to layer them on each other in places to create a lot less repetitive areas, hopefully I can just make enough of them, haha
looking good! Great work brother
Thank you kindly!
ey, puedes actualizarlo, o sesirme que ay que combiar porque con ue5.5 me da error
Hi! I am not super sure what the error might be, I have not had time to look in to 5.5. I’ll try to look in to it further soon and see if I need to update the video! :)
Super helpful to see your process. Good luck and looking forward to more 👍👍
Thank you!
About the enemies: u cant actually see them unless you use camera and make photo of them and that use battery life. To fight them you use camera flash and that also use battery life.
Oh that's a good idea! I'll look in to if I can make a variation of the enemies to test it out with, thank you!
Nice. You preparing a demo for steam next fest in February? Keep up the good work.
Thanks! I have been thinking about it and I would really like to be able to join it but I would need to speed up my work a bit, so we'll see what state the demo might be in when it's closing in :D
I haven't thought this through that much but I think a way to make the enemies scarier is instead of them instantly becoming passive once you break line of sight, they should continue chasing your last seen position once you do break line of sight to make them seem smarter.
Thats a really good idea! I have a variable in the enemy script that let's them chase you for X-seconds after they have lost sight as well, it's not used now but I'll definitely give it a closer look at. Thanks! :D
Looking really good so far , the light beams from the screens on the desk is a nice touch
Thank you kindly!
One thing to consider is to use power of 2 sized texture (like 512x512)! Otherwise game engines will automatically size them and it'll make the image blurry or stretched, it won't look perfect. For rendering in Blender it's fine.
That is true, it's best to resize images to the correct dimensions before using in a game engine! :D
Hi everyone and thank you kindly for watching the video! As always if there is anything you would like to see more of please let me know. I have set up some new social channels as well, so feel free to check them out! :D Discord: discord.gg/5UHqTrV648 Bluesky: bsky.app/profile/pixelperfectdev.bsky.social X: x.com/PixelPerfect_A Thank you!
this is the process been looking for a sampel tutorial on uv mapping
There will be a new video in December as well that will go through UV mapping a bit more also :)
@PixelPerfect_Dev subbed ansd that will be amazing becausing that one of the key factors to know once you know modelling before you start animation
how can i get this effect to ignore certain actors like widgets or characters? thanks
That can be a bit hard to do from what I have gathered, the effect should ignore UI widgets just fine but anything placed in the world will be affected. I looked around a bit and it seems you could create a custom stencil for certain actors and then filter them out through that though I do not know how that works at all.