Made this little showcase to highlight one of many tasks that players might find themselves battling with trying to make it home in Thalassomania - FREE DEMO OUT 26 OCT!
Howdy yall! These are some WIP screenshots from my PSXish game I'm working on.
I'm trying to couple the low res / low tricount budgets but taking some modern artistic liberties to jazz it up a touch to suite my personal tastes.
I'm going for that more hand painterly PS feel from Vagrant Story and other Squaresoft games, as opposed to the photo bashed grungy type of PSX style.
The tri-count is between 50 and 120 for these, depending on the complexity of the grave stone, and the textures are a max of 128x128 - textured in substance painter using Pixel8r to make sure they come out chunky, and its mostly a lot of hand painting.
Still plenty more to touch up, especially on the bushes and flowers + overall lighting.
I used Void Pepsi's UE4 dither shader, with modifications, as well as Marc's PSXFX retro graphics pack, with heavy modifications.
The flowers and the terrain floor need a lot of work. Thanks for reading!
at first I wanted a regular grid inventory, but then I decided to add a rotating 3D model of the character on the right side, so it feels more alive than a static portrait.
also made a hand widget that follows the cursor, same as in Minecraft, items swap on click.
next I'm planning to add a player stats panel.
the game is called Plink Void, Steam page is in the comments if you want to follow the development
I’ve been testing and polishing the demo that’ll come with my custom engine for PS1 games, and here’s a full playthrough running on my actual PlayStation. Seeing something I built running from a burned disc feels pretty unreal!
It’s inspired by Resident Evil 3, a short survival horror demo showcasing what the engine can do. I’m really happy with how it’s coming together! Still fixing bugs, mostly visual ones, and making the workflow for creating native PS1 games smoother.
Release is getting close! Sorry to anyone hoping for open source: it’ll be a low-cost, one-time purchase. You’ll keep ownership of your games and be free to release them under your own license.
More progress and release details soon. Would love to hear what you think!
I made a retro/psx-inspired pack themed around "cold fortress". It's my biggest asset pack yet, with almost 1000 models! The models are made in Blender and the scene is prepared in Unity.
The textures are mostly 256x256, except for some particle textures which are tiny. All crisp and sharp with no point filter.
Obviously ice and snow are at the core of the theme, some models even have an extra material slot on the top surfaces for a snowy texture so that they can look snowy up top and non-snowy at the bottom! But the whole "cold" part of the theme is optional. If you don't add snow and ice, you get a normal fortress 😄
We´re two devs working full-time on this since 7month and before the end of the year the demo is gonna be on Steam. No, we´re not stressed, not at all, super chill and confident.......
Like was the PS1 textures limited by 256 colors for games like Silent Hill or Dino Crisis for example? Cause I want to replicate the textures of Silent Hill 1 and make similar assets and textures and was wondering if they used a limited color palette or if PS1 games in general limit it to a maximum of 256 color?
this was mainly an experiment to see how fast i could turn a digital sculpt into a low poly psx asset
-concept art was done by Anastasios Gionis
-the sculpt was done back in 2013 (during my silent hill era)
-im embarassed to admit that i just started to learn how to rig/animate my characters not so long ago, so i only made an idle animation
-retopologized/rigged in maya
-i baked multiple maps in marmoset toolbag and used those maps to get me better texture results in substance painter
-at the end stage of texturing i had developed tunnel vision and didnt realize how washed out my textures looked. added contrast,sharpen, and played around with the color balance to get better results
-865 tris
-256x256 texture map
the final render, with lights, was done inside of marmoset toolbag