Making a PS1 Environtment in Blender

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let's make PS1 environment in blender step one is to just have a basic idea of what you want to create start off with basic shapes and just lay them around for example create a ground create some buildings just get the basic structure started you don't have to worry about where to begin or stuff like that just get the basic shape structure of your uh scene and then just uh slowly work from there once you have something that you like go ahead and start adding textures I will provide the entire um uh project in Linked In the description in my patreon if you want to support me you can find it there but you can just find St random textures from the internet such as texture.com or other websites at that I'll be living in the uh description you can find textures from there and just then you can just start projecting them onto your uh the basic structure shape that you created don't have to be uh like very precise or anything it can be Miss messy or um a little bit like you know weird looking or jaggy looking because that's the main concept of having PS1 style art you can cut through models and add extra details and uh edges and spaces to just have that little bit of depth and also you can use uh project from view to easily uh texture your models if you're having problem with uh you know UV and other stuff like that it's pretty easy models from the PlayStation one had very very low polycount so try your best to use very low poly models and then like texture them with uh very low quality textures so that you can you know sort of make them look like uh they're from PS1 model games or something like that another one of the modeling tricks is that to add images as planes or backgrounds and then slowly model your 3D model or on top of that image it actually allows you to like you know sort of create the shape that you need for your textures to fit in and I personally do this a lot I actually do this for the most of the models that I create and it's been pretty helpful over these years of creating 3D models you also want to make sure of another thing that all the textures and the materials you're using they have the texture mode uh set to closest not linear or anything else uh setting it to closest will give you that PS1 pixelated texture look and also uh hand place your objects all over the SC and uh select particular textures and just modify their UVS a little bit to just get that U you know sort of a Perfection for your models and stuff I personally do this a lot I uh don't only use I don't only rely on the uh project from VI I also just you know sort of eded them out a little bit and then you might also want to add those extra small details that make uh you know that might not seem that important but it is a bit important you don't want to add too much of it don't use anything such as normal Maps or anything fancy like that because PS1 obviously those things like I said set the uh textures on the material set it to closest instead of linear or anything else so that it gives you that pixelated PS look you might also want to downscale the pictures on a editing software such as Photoshop or anything else like that that would also give you that uh um low quality low pixel pixelated uh look on your textures but for me I'm already using pretty low quality textures and I really don't want to go through that hassle so I'm not going to be doing that but you might want to just do that I also wanted to add a fake light to it so I actually modeled out the light and added the texture to the uh light thing and I also made a fake light light thing with a Shader which is relatively easy to set up and I'm going to just real quick show you how it works it's not that difficult and use this layer ways and gradient textures and you know texture mic to get it done I extruded the outer parts of it this is going to be the fake light and okay after a bit of tweaking and adjusting I ended up with a fake looking light thingy kind of like a light instead of using a traditional uh Skybox by my texture i instead added an a sphere and then added a texture that wraps around the sphere it's pretty simple you can just do it very easily and then you can just you know make the sphere you know big and it will be around all around your SC all around your scene acting as a sky boox and actually doing this allows you to add in some effects and stuff and it also allows you to like you know manually control the textures of filtering and it just overall kind of looks more fiful to the PS1 style Graphics I think I also adjusted the sunlight and since the original PS1 didn't really have shadows I did play around with the settings a little bit just to see if I could achieve something that looked nicer or not so I just played around with it and decided to leave the Shadows off and just added in a basic sunlight just to see how the scene would look I also went into the color management and changed the uh gamma and exposure and also set the uh you know rendering mode from filmm to Raw just to get that up you know like the extra colors and stuff like that you can just play around with it do whatever you want but for me I just found something like this would to actually work much better in terms of visuals then I simply created a downscale uh render of my original render set the filter size to something like 0.1 or something like that and then I got this pixelated looking render I also watched this YouTube video which helped me creating this pixelated looking rendering thing also play around with the resolution a little bit but honestly I think the full HD version looks much better all I set it the uh sample filter which is over here here and other things and honestly this looks way cleaner and looks overall better I'll leave the video link in the description in case you want to check it out okay so since blender doesn't have any way to natively simulate the PS1 Jing effect it was uh turn was a bit difficult to find any proper fixes for it but I did find a video on YouTube that explained it pretty simply by using a modifier and the global coordinates and some that noise texture and stuff like that to uh move the uh to create the uh wobbling effect by taking the uh scenes of you know global coordinates and pl the object so if the object moves it will create that wobbling effect so for this to work in a like every separated object you have to do something like a copy attribute node like a add-on and stuff like that which was explained in the original video much easily but since I'm lazy I just combined all the objects together and then just added the entire Pro entire uh modifier onto the entire object itself so that you know it just it's much easier then I animated it like you know sort of moving around I played around with it a bit and I also in the End changed the uh you know the rendering FPS 224 because it felt much more natural with this kind of scene and in the end I ended up with a very good result and I think it's nice so I I'll be giving that video's Link in the description as well which help creating this you know PS1 Jing thing and well that's pretty much it I ended up creating a pretty decent result I exported it as a like a video so that it looks you know so that like I don't have to manually go through creating a video with pictures that I got so this is basically the end of it and I got something like this in the end which looks pretty convincing in my opinion now this is this definitely wasn't a tutorial so there wasn't anything to follow along but I'll be leaving the resources Linked In the description and if this video is helpful you can just leave a like and the project file will be available into the description in my patreon page and all the project and the props are separated and all the textures are also included so yeah thanks for watching see you in the next video
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Channel: aidencantcode
Views: 5,497
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Length: 9min 21sec (561 seconds)
Published: Tue Oct 31 2023
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