HOW TO: PS1 STYLE IN BLENDER 2.9+
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- Опубликовано: 20 авг 2024
- first ever tutorial, but since i constantly get asked this question on my IG (@brwler), I thought it was about time to get all my tips and tricks in one video. hopefully someone out there finds this useful! sorry if i sound awkward, i am not used to talking to myself lol
AND YES, I KNOW THIS IS NOT ACTUALLY ACCURATE TO THE PS1 STYLE. I NAMED THE VIDEO THIS WAY BECAUSE I KNEW ANYONE USING THESE KEYWORDS WAS REALLY JUST LOOKING FOR THE PIXEL FILTER, AND THIS MADE IT EASIER TO FIND!
one day i will make a more detailed guide including vertex snapping, warbling, more details of texture mapping, and diving more into the specifics of the aliasing. thanks! (:
My IG: / brwler
My Newgrounds: brwler.newgrou...
Thank you!
jesus i stumbled over so many words lol Кино
♡♡I love it♡♡
Around 2:00, you can press F9 if you accidentally click away to bring up the UV sphere menu. (This works for several other menus too!)
Thanks so much for your tutorial!
One thing I have discovered is that Diffuse BSDF shaders look much closer to the old textures on the ps1
you are 100% right, honestly didnt even think of that! i plan on making another tutorial so i will definitely include that in it!!
@@brwlers this tutorial was very helpful, do you plan on making another?
@@wrightexe1 i was planning on a bunch, but work has taken up all my time haha. one day i will tho
@@brwlers I totally get that
what is that? lightning?
bro all of the little clips at 0:00 are exactly what i want to know how to do
Amazing tutorial! Just made my first PS1 style render and this method helped A LOT. Keep up the good work, wish I could show you what I made.
0:02 LETS ALL LOVE LAIN! LETS ALL LOVE LAIN!
Fantastic tutorial and great introduction to achieving the PS1 look using Blender! Are you planning on making more tutorials in this style? Would love to see one on animation/scene setup. Keep up the great work!
yes! i will be posting a channel update soon to go over what i plan to do in the near future :)
HUGE W for the bomberman ost in the back!
Extremely new to modeling. Love your stuff on here and ig. Was wondering if you ever plan on doing a modeling workflow tutorial for this style? I want to eventually get to animations but I find seeing ppl do it workflow wise helps a ton.
I always come back to this tutorial, this is a life saver for real
Great , Please make low-poly blender tutorial again
Def have to do another one of these, I just subscribed! Show us how you make your characters and environments!
In blender 4.2 swap the scale nodes with transform nodes on nearest (scale is blurry now)❤
this is exactly what I've been looking for, now I just need to find an edge detection node
Thank you, bro I appreciate it
THE ANIMATIONS IN THE BEGINNING ARE INSNANLY GOOD
Amo os gráficos de Ps1, bateu aquela nostalgia aqui
Still super helpful on Blender 4.1 :)
Thanks for this!
whoa i was looking up tutorials and i didnt even realize its you, Brawlers wrld
did you make those 5 animations in the first 10 seconds of the video? if so dude, you are so so SOOOO talented!! just subbed and checked out ur insta, i fell in love with your work instantly. PLEAAAAAASE make more tutorials dude, you dont understand how much i love these. I want to make these sort animations but i dont know how to, and im still a rookie lol. but super amazing work, keep up the great work. ps, u should definitely upload more in depth tutorials or even just livestreams of u working on sumthing (;
thank you for the comment, really made my day! yes, all animations at the beginning were made by me! i will definitely make more in-depth tutorials in the future, just a matter of finding time in between projects P: and I have been playing around with the idea of streaming this stuff, so in the future please expect it! It will be on my twitch www.twitch.tv/brkr ! thank you so much for your support!!
@@brwlers wow they’re dope 😳😳 keep up the great work !
found this video and quickly fell into a hole of your content, please keep it up dude this stuff is so cool!!!
Appreciate you making this tutorial, the filter looks great with low-poly models. Gonna be using this technique with my animations from now on, thanks mate 👍
awesome work, the zombie in the beginning is very cool in his retro den. but you could also add some color limitations and dithering... there is also a free add on that simulates the psx typical z-wobble...
Dude i have been so inspired by your work since the day I saw Loud Burger on Newgrounds. My girlfriend is sick me of me talking about it. And i came across this tutorial because I am learning blender because of you and had no idea it was even YOU until 1:29!! Wild!! Thank you for sharing this with us.
Back in May you posted new shots of Miao's house and with this amazing, luscious shag carpet and cozy natural lighting. Was that really rendered in Eevee also?
The lighting is so pretty in that one it looks raytraced to my noob eyes.
yes! i do literally everything in eevee. its the best! i will one day show a behind the scenes of how i do my eevee lighting :)
heyyy your art reminds me of one of my favorite graphic designers Brwlrs world
THANK YOU FOR THE TURTORIAL
i am brawlers world 🤣
Where can I go to see your other renders, i really enjoy seeing works with n64 and ps1 art style takes me back to when I was a kid
you can go to my instagram, @ brwler! thank you for the support!
omg so cool do HL2 style nexttt
your work is inspirational bro, thank you
THIS IS EXACTLY WHAT I WANTED THANK YOU SO MUCH
Awesome tutorial! Thank you!!!
I will be using this for sure!
Fantastic video. Way simpler than I thought it was gunna be. Thank you!!!
please do more tutorials I love your work!
when i increase scale to 0.7 it just zooms into my render how do I fix this?
could you do a tutorial on how you made the person at 1:31? it looks really nice btw
4:19 reminds me of a cardboard box from a ps1 game I played a lot
Great video!! I wish I found this so much sooner!
THANK YOU SO MUCHHH
I recognize this bomber man music from the old classic game
Thank you!
I dozed off and droppee my phone, its 2:15 am
i know this video is super old but i just love your work and you inspire me alot. Can you please make a tutorial on how you do animations? I cant find any other tuts on yt that fit what im trying to do
Definitely subscribing for more ps1 content etc ♥
thank you !!!
@@brwlers This community is the best for gaming
Thank you! This is so easy and helpful.
awesome, thanks for the tips!!
Thank you
whats the name music plss
Hey sparkles, I got a challenge for your next skinclub video! could you try opening some big legends capsules to try and get 2014 Katowice LDLC Team sticker. ;)
Amazing tutorial thank you so much!!!!
sir thank u for uploading, but there r 2 things that u coulda mentioned:
ps1 used 5 bit colour textures, if u just downscale the texture it will look too realistic. the 5 bits also gives it that classic pixel-y retro colour look, think of SRB2 kart
also, what about vertex shading/colouring?? old games didn't have the same type of lighting that is the default nowadays (phong shading), instead they calculated the brightness based on the vertices and normals. thnk of sonic mania's 3d special stages altho that one is a bit special
pls help!!
Somebody show this to Hideo Kojima, let's get him to go back to the basics
Super Helpful
The pixelation thing is is so helpful!
Is the a way to to calculate to amount of pixels it divides the screen into? I want to create a pixelated health bar overlay and have it match up and look cohesive.
THAAAANKSSSSSSSS
Could you tell me where you downloaded the box texture from? I really know a lot of texture sites but none of them have object textures like that
thank u good sir
thank you so much
hey!! i'm not sure if you still read the comments on this video, but i feel like its worth a shot to ask!! i was wondering how you end up doing the skyboxes in your content? do you use a texture and a dome/box to emulate a skybox or do you render out custom hdris in blender or do you just use a plane with an emission shader?? your skies always look so good and i cant really figure out how to do something similar, im pretty bad at blender still 😭
depends on the scene. sometimes i just put a plane that is orientated towards the camera, sometimes its a custom hdri!
@@brwlers ah i see, thank you so much for your reply!! i absolutely love your work, take care!!
tysm 💜
break the g
WOWOWOWWWWWWWWW
can you make tutorial for make the ps1 character
1:30 how did you got that bloom ? can I get the same result using EEVEE ?
Hey I was wondering, so you set the pixel filter width to 0.01 (the min it can go) however one annoying aspect of 2.8+/modern blender is the fact that it doesn't *fully* disable AA...
So I get those stray off-transparent pixels (which is really annoying to have to edit in post due to me using transparent BGs for most of my renders.)
Do you by any chance know if there's a good way of Fully disabling the Anti-Aliasing in Eevee?
(idk if there really *is* any way to do this anymore...)
Also Very good, Quick, and snappy tutorial!
very strange, i don't have this problem at all with my renders, and I use 2.93... The resolution i use is usually 1080x1080 (for social media posting), and i haven't had this issue at this size; maybe the resolution could be a problem?
Otherwise, I don't know what the problem could be :( i am sorry
Affine texture mapping? Vertex snapping? Vertex coloring? O_o
Thank you A LOT
sos un maquina
You are the GOATTTTT! Where can i find low res textures for my projects?
I would start here: www.textures-resource.com/
These are ripped textures from games and can provide a good foundation to get started. I also frequently grab nice higher quality images from google and scale them down to 128x128 in photoshop if i can't find exactly what I want!
I love this content i sub please do more tutorial on this serie PS1 style for beginer like environement or character thanks great vid
What's the name of the track playing in the background? Awesome Bomberman samples/vibes!!! Thanks for the tutorial btw
it sounds like bomberman because it is bomberman! Bomberman Hero OST - Dessert
@@brwlers omg, I should know better. Grew up watching my older brother play that game. Thanks for the help finding it!
What's the background track? It's lit
I think it's some track from the OST of Bomberman Hero, it sound familiar to me
dude i follow ur instagram! this tutorial is awesome
Is that the cardboard box texture from GTA San Andreas?
Thanks for the tutorial man! are there any websites you or would use if making a texture for a character or something?
if you are looking to download some, i would recommend www.textures-resource.com/ for video game textures, or just plain old google images. stock photos can get the job done pretty decently as well. if you are looking to make your own from the ground up, i would recommend just using plain old photoshop (or gimp if you want a free program). I hope this helps 0:
Can you make a character creation tutorial?
i will probably not make a character tutorial, i like keeping some of my secrets to myself haha. I recommend checking out Stark Crafts tutorials though, theirs are very very good, and do a similar PS1 style.
thank you so much for this m,an
this is great but there's one thing missing. where is the vertex snapping? Anyone can make a low poly digital model, but we need to know about vertex snapping for that quality feel.
time to make another tutorial 🤔
can you please show us how you make your models?
where di you download the cardboard texture?
gracias
thank you so much holy shit
i just really struggle with a speciifc style of character
check out stark crafts tutorials, he works in a similar style and has tutorials on character modeling specifically!
can you make a tutorial on how to photo texture a ps1 style character and how to make a ps1 style scene with a sky box
When you say photo texture a PS1 Character, what do you mean? Like a Resident Evil style character? I want to make sure so I can do the tutorial correctly 0:
@@brwlers ya i wanna just get pieces of clothes off google and put it on a texture sheet so if resident evil does that then ya, ty!
@@brwlers there is something about ps1 sky boxes that are so cool
Would it be possible to achieve similar effects with a skybox/environment?
would you bind telling me what the BGM for this video was? its super good.
Bomberman Hero OST - Dessert ; highly recommend listening to the whole soundtrack!
@@brwlers i knew ive heard it before! i used to listen to the full ost a lot back in highschool, but the only one i can actually remember the name of was redial. thanks!
Nice. Only thing that's missing is texture warble and vertex snapping
Just use the decimate modifier
grated
idk if youll respond but i rlly wanna know... did you learn animation as well? or just tricks with the blender camera and a few small animation things
in these clips, i used mixamo, which lets you apply pre-made animations to your models; this was 2021 tho 0: everything i have made 2022-present is original animation (:
@@brwlers ty for responding , was seeing if I should learn animation or just 3d modeling. Both seem so tedious but hopefully by this summer I can finally have my first video made!
@@vsnei i wish you luck! just start with modeling, you can learn animating after you get the hang of everything! use mixamo, use tutorials, use whatever resources you can find (: just have fun.
i wish you luck on your 3D journey, its incredibly rewarding. if you ever have questions, feel free to ask them, i will help how i can!
Wouldn't it be better to render at an accurate resolution to the ps1/n64 instead of using a pixelate node? It would certainly render way faster at the very least
Since we are talking about rendering in Eevee, the difference in render speeds wont be too drastic. Only for really big scenes it would matter, and even with that, there are plenty of other optimizations you can do before touching resolution.
If you are looking to be as accurate as possible with this style, there are a billion things you should do differently beyond what i mentioned here. Worrying about tri/polygon count, texture file size, vertex snapping..
I render in 1080x1080 because i post most of my/client works to various social medias; if i rendered out at 480p or lower, would get stretched out and blurry, combined with the already terrible compression most platforms use. Thats why I also did it here, since i figured most people coming to check this tutorial out would be doing the same thing with their works!
also, out of curiosity, i decided to check the render times, one at 1080x1080, and one at 480x480.
1080p renders at .27 seconds, and 480p renders at .09 seconds. Definitely faster, but barely a noticeable difference. The gap would definitely increase depending on the scene, but overall it comes down to how authentic you want to be with it, plus if stylistically you prefer it. (:
Wouldn't this also improve performance in games?
How do you change the image resolution?
Why dont you render at native resolution instead and then upscale? YOu cant get any more real than that
It depends on the intention of your project. I post all my work to social media, so the last thing i want is for a 4:3 render to get stretched out, losing its details; all that just to be viewed on a small phone screen. I will take my work not being as authentic if it means the viewing experience is better.
If you are posting for youtube primarily, or aim to put it on a DVD, then rendering in 4:3 would be much smarter, for sure.
You just have to figure out how authentic you want to be, and find compromises when necessary.
@@brwlers You can adjust for aspect ratio, either using anamorphic OR adjusting to aspect ratio resolution. If a PSX game used a resolution of 320x240, you use 426-428x240, heck, maybe just using 3ds resolution of 400x240, have you seen how good a PSX game looks on that screen? (with black pilars of course). or if your target is modern fullhd and 4k displays, 480x270 the extra vertical pixels dont change that much the look and render times, and you get integer upscaling into modern displays. You just do a nearest neighbor upscale and presto.
Point is, its a lots faster to render at lower resolution than to do a bunch of shading tricks to try to get a kinda similar look.
@@SageX85 thats why i said it depends on your intentions. if your intention is to make something as authentic as possible, then by all means, you should adjust your aspect ratio for what you are looking for. its different for everybody, and to keep my video tutorial brief, i gave the most universal, entry-level solution. Since most people looking for this filter are also mainly posting their work to socials, I only mentioned rendering in 1080x1080.
for my personal work, since my goal is NOT to make the most accurate PSX visuals, but to make my own interpretation of that era, I would not render in a non-HD resolution to begin with, since it would make viewing my videos miserable, especially on Twitter or Instagram (which already subject videos to a horrible compression algorithm).
For my work, the readability of certain details are very important especially when considering the video itself will mostly be watched on a small phone screen; rendering in a low resolution then upscaling with nearest-neighbor aliasing will put those important details at risk. For what I want to show in my videos, it is not worth the visual trade-off.
And in terms of render time (in Eevee), the difference between a lowpoly scene rendered in 320x240 VS 1080x1080 is so miniscule, it really doesn't make a difference (my PC runs a GTX1080 for reference).
But, just to check I opened one of my scenes of 7million triangles. Rendering at 1080x1080, it takes 1.52 seconds. At 320x240, it takes 1.48 seconds. When the difference is that small, it then becomes up to you on how you render out your scene, the milliseconds lost inbetween both scenes just dont make that big of a difference for me to use performance as the reason i’d go with one or the other.
Hello Break, I got a problem, I followed your tutorial and come to material section, it doesn"'t work for me. I did create a new material, open my own cardboard made on Photoshop and saved as BMP file 128*128. I opened it with the iamge texture, did the cube projection in edit mode and still nothing even I selected the material view.
And in the setting, instead of having the black ball (the material icon) brown as my cardboard file, it's black. Do I need to active any addon ? Help
Above all, my carboard turn into a black square as a render...
Alright nvm, I found out the problem, I had to make sure it's the right .bmp file !
Thanks anyway !
Sorry I ddin't get back to this sooner, I am glad you got it all figured out. :)
I have to know where you get ur textures, I cannot find any good ones at all
jajaj, no entiendo nada pero estoy copiando los mismos movimientos, a ver si me sale
There is one limitationi that we cannot make in blender. The N64 and PS1 both features Flat Shading and Smooth Shading. Just like in blender! Right? Well... Most game did use the Smooth Shadding mode and it looks very diferent from what blender outputs, blender looks far more, well, smooth! This is because those old systems used something called Gourad Shading. Which is per-vertex shading instead of per-pixel. This is sadly not an option in blender, and there is no easy way to achieve that effect
The best and most accurate effects will always take more work, but thats what makes it fun! Of course, it would be great if we could switch from normal to vertex shading, but working hard for the look you want is so rewarding!
When I made this video, geo-nodes were not the tool that they are today. They are a game changer for replicating all the effects of early consoles.
Here is a forum thread on how someone used geo-nodes to replicate the effect. They also included their blend file so you can see the node-setup they used.
blenderartists.org/t/gouraud-vertex-n64-ps1-style-shading-via-geometry-nodes-am-i-doing-this-the-hard-way/1395039
Of course, its still not perfect, but its a great example of what is possible!
@@brwlers I am aware of that post! It's extremely clever! But it works under a very controlled setup, so it is not quite general to just add it to an existing scene like you have in this video. Still it is an amazing post! And can work wonderfuly in a few of situations.
Just wanted to share this info in case somebody found this video and cannot figure out why it does not look 100% correct. Another tip would be to dissable shading entirely for the map geometry (And simulate the shading in the textures), and to only use 1 point light for the entire scene (As well as the world ambient lighting of course). Those were limitations of the retro systems that we can replicate in blender! Shading and textures are definitely the key to that particular style
BTW great video, i was pointing out that there are things we cannot do in blender. But that was not a meant to imply your result is not good enough. Quite the contrary! It is very faithful. And for those few games that did NOT use the smooth shading (Like the entities in Star Fox 64) this is an extremely close result!
Does anyone know how to project the material? i cant figure it out.
press U. that will bring up the menu that gives you different UV projection options.
Where did you get the box texture and other low resolution textures?
damn this is really helpful! Please make more
i will! i am just very lazy (:
@@brwlers dont be lazy
@@marylee3836 you cannot stop me i will be very lazy forever