How to make PS1 style models in Blender | Part 1: Textures and UV Mapping | Tutorial
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- Опубликовано: 11 сен 2024
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If you'd rather get high quality work immediately, I'm currently taking commissions for 3D modelling in PS1 style you see in my videos, with prices starting from as little as 15$ www.fiverr.com/hacktic
This may be the only blender video I've ever seen where the default cube was not only not sacrificed, but it was allowed to be the star of the show. When it gets home, none of the other default cubes will ever believe him.
The wrong workflow ever...not deleting the default cube. Monkey see monkey do
For the texture grabber at 3:15 I use Texture Ripper which is free and included in the free Shoebox program. It lets you trace the texture you want to rip and automatically makes it square and flat, ready to save.
if it works ilysm 😘
where did you download it?
i really like how you go step by step so newcomers to blender can still follow along
Aa let me tell u something this is perfect for people like me who don't have powerful machine to render realistic models
And coming back to roots its exciting too loved the video
Keep up the good work
Thank you for this tutorial man, I was really looking forward to making a PS1 style horror game like puppet combo.
Love your content man, simple, short and to the point. Most people just gatekeep how they make this sort of stuff. Stoked to see your future content and your channel growth!
praise you! this is just the content i need to complete my work. i know how to model some things, but not too much. these tutorials help quite a bit!
Nice tutorial, most blender tutorials expect the viewer to already know a lot about the program, but you explained everything very well and I appreciate that in a tutorial! Hoping to see more tutorials from you!
Next Blender tutorial is coming soon!
wow i just found you randomly, and this is exactly what i need!
quick, but still helpful.
cant wait to see what you will show us next :)
Thank you so much, every blender video makes me feel so incompetent, but this video explains everything so well
alternate title = how to make HL1 style models in blender | Part 1: Textures and UV Mapping | Tutorial
So underrated, thank you bro really appreciate it
Really great stuff, looking forward to more videos like this!
what a banger. also short and on point
This is fantastic and exactly what I was looking for
Earned a sub well done mate
Cheers! Glad it helped
Thank You so much cuz this's better than other videos which speedrun the galaxy
I seriously think you should create a ps1 game course a-z and sell it.
I've thought about it but I'd rather make this stuff freely available, at least for these overview type videos. Maybe I'll do a more in depth paid course one day
I wish more people made tutorials like yours.
I just downloaded an emulator to play some ps1 games, and then I got curious as how to create those kinds of graphics and modeling them in Blender. Glad I found your tutorials.
Looks like someone (me) is going to binge watch and model an environment soon haha I'm glad I saw this video! Thanks!
2:50 one cool tip that helps me aligning square shaped textures is how you can set in the UV menu, UV>Snap to Pixels>Corner. then your uvs will align perfectly at the edge of pixels, making it easier to lay out the uvs.
This is a great tip, I didn't know this myself
Such great and concise video. Love your editing style. Well done.
Very good tutorial thank u bro
Great tutorials, clear and straight to the point. Keep em' coming :)
I love the vid and completely understand where you are coming from. Only criticism would be with the first box model, the default cube comes with extrantainius properties that will negatively effect the outcome of your exported model. Thus it is always in your best interest and safety to delete the default cube before adding a new one to work with :)
This is such a great break down. Can’t wait for more parts!
Coming very soon :)
would love to see how you approach ps1/low poly player models
I'll get to that soon enough :)
Early PS1-games used several meshes wired together to make characters and items. In simple human-shaped character that means arms, legs, torso and head are all separate objects overlapping each other and skeletonized to move. That's my limited info on design.
@@vksasdgaming9472 This is 100% correct!
Thanks for the video, would be nice to see more tutorial for absolute beginners like myself, even just walking sim in unity. Keep doing 👍
Thanks for watching, I'll definitely consider making something like that and I have more tutorials coming soon
Very cool!
Thats awesome!! Youre great, man.
Thanks, no you're great :)
New video! You doing good man
Thank you!
I'd love to see what you all create with this! Come show it off on my discord server: discord.gg/FWb3tJTzzH
This was perfect
Great tutorial 😀, you should try makin a more indepth one about making enviornments in ps1 style for begginers
Stay tuned ;)
Thank you for video. This I need.
really great channel!!
Crazy useful information! Will we see the part 2 for this as mentioned?
Coming out very soon!
Excelent!!!!!!
for lowering the resolution on images, you dont need to up the contrast or anything just change the interpolation (i think the right option is nearest neighbor? i dont remember + ive never used gimp idk)
I prefer not to use nearest neighbour because it starts to look very noisy at low resolutions
this is so useful thank u
Glad it was helpful!
Thank You!
GOLDEN! +1 Sub
How to make PS1 models: start by extruding a cube. Apply low res texture. Done.
There's a lot more to it than that. This is just the first part in a tutorial series.
Nice
I know this is likely a silly question, but at 3:58, how did you determine at what size to scale down? I understand that, for a single texture, you want to use 32x32 or 64x64. Something like a grass tile would occupy one 32x32 space in a typical ps1 game grid, correct? As you did with the crate. But here you have a medium-sized object with four distinct faces. Technically you could chose to divide this object into two cubes length-wise each with their own 32x32 texture...how do you approach this? Hope that makes some sense.
Would it be advisable to keep 1 object as a reference to size? Like should I copy/paste that crate next to something else I make so I always know if I'm making something too big or small?
You can use shoebox to take textures from distorted images
Thanks for the tip!
@@hackticdev learned from ruclips.net/video/MySfl29JcRg/видео.html
3:30 how did you copied the selection and moved it in gimp ?
I wish I knew what I knew now, back in the early 2000's. I'd have no doubt made my millions making games. It seems I am 24 years too late 🤣 Never the less, I promised myself by the age of 40 I will know how to make a PS1 game. I've got a year left.
Hello, does it need to be baked in the oven? I make the models for godot engine. PS1 Style :)
noice
Thank you for not executing the default cube.
When I am UV mapping my textures come out stretched on the sides. I'm not sure what I'm doing wrong. Can anyone help?
The way you aligned the texture makes me feel pain. what I do is turn on grid snapping in the UV editor, select the same corner of every face, scale it to 0 so that every vertice selected is in the same place then move it to a corner, repeating the process for every corner.
Please sir, I'd like some more.
Stay tuned ;)
is this possible to do in Unity?, i'm learning Unity to make a simple horror game and making the models with the objects that Unity provides, but it's quite difficult an di don´t want to learn another software, is it possible or Blender is a MUST?
Knowing blender is also really useful, I'm also making a tutorial series on ps1 modelling in blended so make sure to check that out
Your thumbnail is wrong. You dont turn a cube into enything in Blender. You delete it
You cannot trust anyone that doesn't delete the default cube in Blender. It's just wrong, wrong I tell you !
DELETE THE CUBE