For those who are wondering, the Vertex Color node has been renamed to Color Attribute in Blender 3.0
@lucasbastosrodrigues140 Жыл бұрын
oh thank you
@retroinspect3 жыл бұрын
As an aside Silent Hill had to devote vertex coloring exclusively to the flashlight so shadows are painted into the tile sheet. It’s the only ps1 game I’ve seen do this which adds to how eerily realistic it is.
@1gnore_me.3 жыл бұрын
I can't imagine how much effort that must have taken. I was messing around with the silent hill level viewer & there's a surprising amount of detail in the game, for example every building in central silent hill has a unique billboard & name. there's even different posters plastered everywhere, one in particular referencing portishead ... then all the different eerie posters and art in the school ... to manually draw the shadows into everything as well must have been insane.
@LarryHazard2 жыл бұрын
is there a video that explains this? I still dont understand how it worked
@---Nikita--2 жыл бұрын
@@LarryHazard +
@Uradamus Жыл бұрын
The Mega Man Legends game also used vertex colors for dynamic lighting effects. In that case they used it both to give the environment the sense of directional light, where the top and west facing side of buildings/terrain walls/etc were made to appear as if they were receiving light and the bottom and east facing sides looked like they were in shadow. Then on top of that they faked distance fog by fading the vertex colors to white in the overworld, and black in the underground, the further a vertex is from the camera.
@lukabrasi001 Жыл бұрын
Metal Gear Solid 1 actually has the lighting baked into the textures
@MarshimizedАй бұрын
im so mad at myself for not watching this sooner. from the thumbnail i always thought this was a video on 2D scroller-type games despite the title describing something completely different. this was exactly what i needed, thank you so much
@aahilalwani50192 жыл бұрын
Straight to the fucking point and also manages to be concise? Only this guy is allowed to make Blender Tutorials from now on.
@xodiach2 жыл бұрын
I literally screamed and woke my friend up while watching this video, because this dude just casually pulls out "and next we're going to do this specific thing that you've literally been trying to google how to do for like forever and haven't gotten any results for". Not once, not twice, not even three times. I'm not shitting you, this happened like SIX times in this single 14 minute video. I don't know what deity or algorithm decided to bless me with this golden nugget of a video, but holy shit thank you so much for making it, you are an actual genie.
@scruffyscruff3 жыл бұрын
Godot users (as I'm pretty much exclusively using Godot now): the glb/gltf file has the vertex painting saved inside the file, so you just need to hit the "albedo vertex" options to show the vertex painting. You can use all sorts of colours and paint your scenes, so you could potentially skip creating additional textures.
@TheSicklyWizard3 жыл бұрын
Ooh, nice!
3 жыл бұрын
My man. Your tutorials are perfect. You don't waste time, you talk about a subject I can't find anywhere else, and on top of that, you offer enlightening and well-made visualizations to explain 3D concepts that I'd never quite understood. Your content has been extremely helpful to me in my 3D gamedev journey, and if I ever manage to ship a 3D game, no doubt I'm gonna credit you. Were it not for my poor brazilian third world ass, I'd be showering you with money. You certainly deserve it. For now though, i can offer just a big heartfelt thanks. This video made my day.
@thesolitaryowl6 ай бұрын
This is honestly applicable to modern games too, thanks for explaining trim sheets!
@zombizzle_3 жыл бұрын
Can't put into words how much I appreciate your videos.
@TheSicklyWizard3 жыл бұрын
I appreciate that!
@morganlak43373 жыл бұрын
Ok just want to say this technique for modeling is GODLIKE and solves so many problems I've run into while trying to achieve this style personally, but my small complaint is that this is a texture atlas, not a trimsheet. A trim sheet stacks multiple textures vertically, while allowing them to tile horizontally, it also usually packs normals, AO, roughness, etc in another texture that goes with it. Atlases don't provide any enhanced performance on modern hardware, and actual trimsheets, while not PS1 accurate, are still really useful to the style. For the game I'm working on I use both as needed, sometimes an atlas just makes things get that old school look that you need, but sometimes it's just way more convenient to have a tiling trim. This is really some of if not THE best PS1 content on KZbin though so I'm subscribing for sure, thanks for the video!
@TheSicklyWizard3 жыл бұрын
Ive heard that twice now about trim sheets, shame since i couldnt readily tell the difference
@augustjschroeder3 жыл бұрын
You have one of the most underrated channels on KZbin!
@igormaxisims71163 жыл бұрын
I had no idea how to make the shadows of the scene until now. You are very much needed in the blender community.
@alienpolygon69263 жыл бұрын
Another great video, you are seriously doing a huge service in making these.
@westingtyler13 жыл бұрын
also a thing I figured out a few days ago in Blender, where I figured out how to take 3-6 32x32 square textures and make a tilesheet in Blender that shows all possible 64x64 combos and transitions, so it's all in one texture. these vids are awesome.
@falkreon3 жыл бұрын
What you're describing isn't really a trim sheet, it's a texture atlas. Trim sheet is like an atlas for normalmaps or decals, so that you don't have to rebake normalmaps for five models with the same geometry detail in their highpoly.
@user-og6hl6lv7p3 жыл бұрын
It's also worth noting that baking anything using the method in the video is ill advised since the UV polys overlap one another
@TheSicklyWizard3 жыл бұрын
Indeed, baking is not possible using a texture atlas like this, if you intend to bake anything into the texture, like lighting, its not going to work. But out of curiosity, do you have an alternative method that would solve that problem?
@falkreon3 жыл бұрын
@@TheSicklyWizard yeah, any time you wind up trying to combine a texture atlas with a mip or normal scenario, you get problems. if you leave a 1-pixel moat around each tile, times two for each additional mip level, that'll give you the room you need to interpolate properly while still saving you the cost of texture binds.
@Supervocetubeia642 жыл бұрын
I'm making N64-inspired graphics. I've been experimenting with strip-shaped texture atlas, like 32x1024 resolution. By doing that, I keep lots of textures on the same material but I'm also able to use texture tiling on the X axis of the texture, repeating specific texture patterns over large areas without having to model individual squares. The game will not use advanced lighting and visual effects. It's been working so far but my question is: will this kind of atlas cause development problems later on? Am I safe using a strip-shaped atlas?
@falkreon2 жыл бұрын
@@Supervocetubeia64 The main issue boils down to whether you're using mip mapping. If yes, you'll need a textured moat separating elements on the Y axis to handle color bleed from pixels "outside" your texcoords. If not, you should have no problems packing your texture like this. Most N64 games did not mip due to the very small texture cache.
@silentslayergaming84693 жыл бұрын
Thank you so much, i'm trying to make a "Ps1" game in unity but I really have no idea how to start or where to begin. This video is handy and a good start to learning
@saultoons3 жыл бұрын
Very useful, I might give this a shot in the future, it could be very fun :D
@PhotoPunk793 жыл бұрын
Dude... I'm speechless. Loved it, great tutorial.
@btttrn63 жыл бұрын
Полезное видео. Все по делу и без лишней воды. 🙂 Useful video. All on the case and without unnecessary "water".
@lukabrasi001 Жыл бұрын
the Medal of Honor games taught me the texture atlas approach and i can see why it bogged down the performance so much when you had to work with a grid instead of modern vertex tools
@smc345311 ай бұрын
just grabbing the games files and processing them and then dragging and dropping them in and exploring the levels made me lean forward in my chair a little bit, that was cool
@jasmyn12583 жыл бұрын
Thank you so much for uploading! :) Will try this out tomorrow
@TheSicklyWizard3 жыл бұрын
Hope you enjoy!
@PostcardFromADream6 ай бұрын
This video is so much more useful than I initially thought. One of the best. I took what I needed to get started, and every time I come back I learn something new that I can implement to take things to the next level.
@Folkeir Жыл бұрын
Reset UVs, what MVP function. Awesome tutorial 👌 thanks!
@emeraldeelentertainment89883 жыл бұрын
Excellent video wizard! For a future video, I'd like to know how to create PS1 water textures. I've tried creating them but it's been troubling to create the water surface caustics and the like.
@longjohn79923 жыл бұрын
GOD DARN MASTERPIECE MADE BY A MASTERPIECE
@glowiever3 жыл бұрын
what makes this a legendary video is because he used GIMP :O Edit: Holy shit, that reset uv trick is a livesaver. EXACTLY what I neeed!!!! dude thanks a lot!!
@shimi_ek2 жыл бұрын
This channel is a godsend. I have no clue why you don't have more subscribers, the quality of these tutorials is enough to sell as a course. Thank you!
@kortkunig22913 жыл бұрын
0/10 the spinning Silent Hill CD didn't have a black backside. No eriously, you do an amazing job on here. Thank you so much for that.
@nausic3 жыл бұрын
Chipped PS1 lol
@Zeeye Жыл бұрын
This art style is so unique and cool
@Xeranxies6 ай бұрын
This is so fkn cool! How is it that I'm only now finding your channel? Great stuff!
@ForlornCreature3 жыл бұрын
Awesome!
@mulanmiller50003 жыл бұрын
I love these kind of videos, makes me so nostalgic. Good to see someone bringing back them oldschool vibes :)
@charliehc91003 жыл бұрын
If the topic wasn't so niche you'd have a tons more subscribers. This is really well done
@TheSicklyWizard3 жыл бұрын
yeah, probably :)
@Goalatio Жыл бұрын
I’m so glad I found this because it solves a problem I’ve been having with the Bevy engine! Thanks!
@supremebeme3 жыл бұрын
love this... subscribed from new zealand
@uwaiswaiswais3 жыл бұрын
Awesome! Was looking for a simplest way to model and texture environments. Always a good idea to go back in time.
@adrianodarlo21723 жыл бұрын
I think this one’s the best KZbin video I’ve ever watched. Really.
@bananastudiolife Жыл бұрын
Actually, this tuto is the best for beginners.
@Definitely_a_Fox3 жыл бұрын
Clever, this method also helps mitigate the PS1's affine texture mapping distortions by breaking meshes up into parts. The best solutions are the ones that solve multiple problems!
@hydrocosmo Жыл бұрын
Such a helpful series, I really love the coziness that comes with this style.
@supercolom643 жыл бұрын
Man, your channel is some of the greatest and most helpful content I've come across for game dev and modeling Seriously thank you so much
@dantescanline3 жыл бұрын
Excellent video!! this is really in-depth for a low poly workflow, that UV reset + constrain combo just saved me so much headache.
@awhiskin3 жыл бұрын
Absolutely amazing!! Definitely going to give this a go when I get the chance, the vertex colouring at the end do so much to sell the look.
@fantasydevelopment7592 жыл бұрын
this is just what i was looking for to texture my terrains and not make a giant size texture! thank you very much!
@RosieSapphireMusic3 жыл бұрын
That's a mighty weird looking Minecraft world. lmfao Love the video btw!
@stardusty2 жыл бұрын
So many of my questions answered in one video!
@tonyromero20133 жыл бұрын
Wow, you are quite good at this. I love this series, really hoping you keep making PS1 style tutorials.
@Neutronized Жыл бұрын
this looks pretty cool! thanks for sharing the creation process
@3DWithLairdWT Жыл бұрын
Loved this video! It's a great resource about a techniques that is *still* used today in modern high fidelity games. I think this would be more of an "Atlas" than a trim sheet. Trim sheets are generally made of strips that tile with themselves horizontally, but can also include some "floaters" like an atlas does as well. Either way, this is a really, really useful technique that can take performance cost down a ton in both low-res and high-res settings
@user-xsn5ozskwgАй бұрын
This is such a useful tutorial, thank you so much for making it.
@JohnDoe-pk8lc3 жыл бұрын
I'd really be interested in how to import vertex colors with texture into unity, could you do a tutorial on it?
@shadowfang10343 жыл бұрын
I dont know if I even want to 3d model but damn I love the ps1 look of this
@kairon1563 жыл бұрын
This may be useful in the next year or two. I want to start a hobby project that mimics 90's style FPS puzzle action games.
@dimitrispontikakisbatana20623 жыл бұрын
I stopped making these and just watched the video. Idk y but i find ur videos oddly entertaining lol
@Pengoony3 жыл бұрын
Commenting to influence the algorithm lol
@TheSicklyWizard3 жыл бұрын
doing the lords work
@PopStrikers3 жыл бұрын
Seriously awesome UV tricks. Never tried the Reset option before! Have you tried using the "Dirty Vertex Colors" in the Paint menu when Vertex painting? I find it gives a pretty nice jumping off point for quickly filling in crevices with shadow, similar to ambient occlusion. Huge timesaver for large areas.
@TheSicklyWizard3 жыл бұрын
i have seen "dirty vertex colors", its a good trick, but i like to have more control over things than letting it automatically do it. I tested it with this scene, but the effect was too strong.
@bachaun3 жыл бұрын
nice new mic!
@TheSicklyWizard3 жыл бұрын
but... its the same mic >_>
@MastermindAtWork3 жыл бұрын
Idk if you read my mind but I was trying figure out how to this for my project. Thank you so much.
@lukas66003 жыл бұрын
Great video as usual!
@Rhino10043 жыл бұрын
I'm in love with this tutorial! The only issue is that your voice's audio balance keeps wavering towards the right ear, like you keep going 'off-center' at random. It's subtle, but with headphones, it can be jarring. Besides that hiccup - keep it up!
@eelmerchant5283 жыл бұрын
Please don't stop making these :')
@pułkownikkaczodziobyzpodlasia7 ай бұрын
Dude, you are AMAZING!
@FrogFraction3 жыл бұрын
This is so cool man. Thank you for showing
@thusky43993 жыл бұрын
Another day in the golden mind (golden mine?) of TheSicklyWizard
@maximsharipov982 Жыл бұрын
Thank you, awesome atmosphere
@blenderEvd9 ай бұрын
Thank you!! The best lesson about this topic I've seen
@jasonwhitworth1172 жыл бұрын
I would like this 100 times if I could.
@arthurdarocharuzinsky81823 жыл бұрын
Love it man, maybe now I can create a game with this Style
@NickEnchev Жыл бұрын
I don't use Unity or Unreal (I wrote my own), but you should be able to avoid having to paint in the light shading and use a light source in-engine by calculating the lighting in the vertex shader PER-VERTEX, rather than in the fragment shader PER-FRAGMENT. This would give you that faceted shading that will simply be interpolated across the triangle faces and give you that old look.
@TobeasJ3 жыл бұрын
Very informative and detailed video. Nice.
@UliTroyo3 жыл бұрын
This is so cool! Thanks so much, this is great insight.
@Eraserhead24163 жыл бұрын
You are fantastic, and your videos are fantastic
@MrLukimen3 жыл бұрын
Thank's for this awesome video 🔥🔥
@TheWeakenedWarrior3 жыл бұрын
That was great! Thanks for sharing this technique.
@JustAhmd3 жыл бұрын
This is amazing!
@1cedragon3 жыл бұрын
Amazing video! You explain everything really well.
@Knx3k3 жыл бұрын
This is beautiful
@makoto-samaru80042 жыл бұрын
Man! This is great!
@channel11-n Жыл бұрын
this is so sick. thank you
@gameing201411 ай бұрын
the texture mapping tutorial part in gimp is outdated
@Audiojunkk3 жыл бұрын
Rad. Wicked video! New sub
@theshiftybloke4672 Жыл бұрын
Has Blender changed where when using add grid, it's now based off face subdivisons rather than vertex?
@TheSicklyWizard Жыл бұрын
I'm not sure, I'd have to look
@theshiftybloke4672 Жыл бұрын
@@TheSicklyWizard I was just going through the tutorial then realised my grid was off when I'd set it to 21 sub divisions instead of 20 lol :)
@GrandeGio958 ай бұрын
Can you teach us your water texture ? It looks so simple but effective !
@not_herobrine37523 жыл бұрын
ngl i learnt something new from this :)
@iamblinkin3 жыл бұрын
Thank you so much for these videos!
@lightthelanterns1403 жыл бұрын
Love the content!
@darkflamesquirrel3 жыл бұрын
ah i could have used the advice at 9:40 when I was younger "Why didn't you do your homework?!" _"It's a bit disruptive to my workflow"_
@LarsHost3 жыл бұрын
I’ve been waiting for such a tutorial for years! Thanks a lot, dude! Did you think about making a tutorial on detailed architecture? May be some castles, churches or ancient ruins like in Ico or Shadow of the colossus (I know they’re on ps2, but they have good examples of low poly architecture, can’t remember any on ps1 right now).
@TheSicklyWizard3 жыл бұрын
Im doing the basics, rn. Ill probably do a "lesson" on gumroad or Udemy for something that deep in detailed
@caretakergamer2 жыл бұрын
Great video!! Would love a video about texturing terrain for N64 as well!
@TheSicklyWizard2 жыл бұрын
It's very much the same but lower res textures
@caretakergamer2 жыл бұрын
@@TheSicklyWizard I've been trying to get the more blurry look instead of the tiled more clean look? The biggest issue I've been having is getting the top of the cliff to match well with the rest of the cliff wall.
@TheSicklyWizard2 жыл бұрын
You would need to use a texture filter, but if you use a filter you need to give the texture tile a padding so it doesn't blend together other textures and exasperate the problem
@sealsharp3 жыл бұрын
Nice work!
@andrew_stamps2 жыл бұрын
Dont forget to downsample the color's bit depth color to 15 bit rgb.
@antondingir8843 жыл бұрын
im making game with random world tiles gens and this is very usfull! ty!
@aaronbrown3003 жыл бұрын
you are a godsend
@vacantly Жыл бұрын
awesome and shockingly rare information to find, thank you! curious how they handle this in gamecube era in games like okami, where the environments feel a bit less gridlike. i imagine it's similar though.
@cothromgrimr1613 жыл бұрын
thank you so much!
@PiononoMatic3 жыл бұрын
excelente video, muchisimas gracias!
@suzukito3 жыл бұрын
i love your vids :)
@TeamStarlane Жыл бұрын
i should remake this on sega saturn
@TheSicklyWizard Жыл бұрын
Go for it 👀
@Cedric_9 Жыл бұрын
Hi, first off, thanks so much for your videos. They've been a tremendous help to me. I have a question: is this technique for texturing levels unique to this era of gaming, or is it still used today? Or does it really just depend on the type of game you're making? The idea of tiling a map like this in blender then exporting to my game engine sounds way more appealing to me than unwrapping an entire level and hand painting it. I grew up with rog maker 2k and 2k3 and always enjoyed building levels this way, but until now never figured how to implement this in 3d. Curious what's the industry standard...
@TheSicklyWizard Жыл бұрын
This technique can definitely be used in today's games, it so depends on the game your are making. Nowadays I believe a lot of terrain use splatmaps to texture the environment, which is basically a non-color data texture map that assigns textures to be laid over the terrain instead of having to lay every single tile out.