← Home ← Back to /3/

Thread 1019694

13 posts 6 images /3/
Anonymous No.1019694 [Report] >>1019695 >>1019699 >>1019765 >>1019871 >>1019873
How the fuck do I texture in PS1 style?

I can model the character, but I am absolutely lost on how to texture it. I usually only handpaint my models and never work in low poly, so I'm clueless. Where do I even get the fucking textures for it? Every tutorial I found is just about how to do ps1 style furniture. How do I texture a more complex character that needs clothes, a head etc? Every texture I look at that could work is copyrighted as well.

Please help I been stuck on this for ages.

I do have substance painter.
Anonymous No.1019695 [Report] >>1019698 >>1019702
>>1019694 (OP)
PS1 textures are low res. Typically 128x128 per texture (even though a single texture can go up to 256x256) and 1-2 textures per character, depending (that's how it is in squaresoft games for example), likely mirrored to save up space save for specific details. Closest interpolation. Paint them in full color and quantize them, easy-peasy. Diffuse only. Pretty much any drawing program will do.

If you want the fancy affine texturing and depth sort artefacts you can whip up a geometry node setup that splits all faces then flattens each face on a plane parallel to the camera plane.
Anonymous No.1019698 [Report]
>>1019695
Also just look at some ripped models on models resource or use a model viewer or importer for your game of choice, there are plenty
Anonymous No.1019699 [Report] >>1019702
>>1019694 (OP)
>Please help I been stuck on this for ages.
You haven't even tried to google how to do this. There are countless tutorials and youtube videos
Anonymous No.1019702 [Report] >>1019703 >>1019704 >>1019741 >>1019752 >>1019765 >>1021150
>>1019695
That does make sense but I just don't see how I get the textures together.

For example what I was trying was to project a bird. I would look through google images, filter by copyright and then I'd find jackshit thats useable.

Since in my mind I need a perfect frontal image, or a perfect side image to project my UVs on.

You basically mean instead I just put the entire texture map together in a drawing program with these requirements and then use it for my character? But again, where do people get these textures. I plan to eventually release on steam so I can't use anything that's copyright.

>>1019699
I did.. most tutorials seem to only cover architecture or other shit though. I mean I guess the method is similar but characters also get a lot more complex. Instead of just pure wood its a shirt, trousers, a tie, gloves, shoes.. etc.
Anonymous No.1019703 [Report]
>>1019702
give me the game name chud
Anonymous No.1019704 [Report]
>>1019702
Oh, you want the stupid questions thread
Anonymous No.1019741 [Report]
>>1019702
What, is it your belief that Hagrid's texture was made by EA's artists by googling "hagrid ps1 texture bsd license" on google?
Anonymous No.1019752 [Report]
>>1019702
Cool better quit then since you cant be fucked to figure it out
Anonymous No.1019765 [Report]
>>1019694 (OP)
>>1019702
Genuinely astounding how you are so much of a retarded nigger that you can't figure this shit out by just grabbing the model and eyeballing it.
Anonymous No.1019871 [Report]
>>1019694 (OP)
As much as people like to avoid it, but the reality is you need to be good at traditional art.
1. First you draw concept art for your character
2. Then you draw it from different angles, finalize everything
3. Then you start to abstract away unnecessary details to make it fit for PS1
>MGS1 did it, PS2 games did it this way, PS3 games did it this way
Anonymous No.1019873 [Report]
>>1019694 (OP)
model in 64x64 uv
Anonymous No.1021150 [Report]
>>1019702
just because its a projection doesnt mean it has to be a frontal or side image lmao