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File: lowpoly.jpg (1.47 MB, 1748x2480)
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Hey /3/, I've got a question.
I want to make my 3d models purposely shitty,
like in the image i have provided.
How do i go about this? The lighting and other effects i can do, but the glitched out models i cant.
I've been searching for tutorials on this topic for a long time and i cant find anything,
probably a stupid question to ask but im a beginner at 3d.
>>
You have to go very low poly. Don't use more tris than you need to make an object look how you want. Also the PS1 had "vertex snapping", it rendered vertices with integers, which made them snap and jitter a bit as objects and the camera moved around. You can emulate that pretty easily with a vertex shader.
>>
>>599604
That’s not the only thing though, the PS1 also had no perspective correction for textures, they would literally get sheared across the tri boundary and glued back together, causing it to look warped.
>>
>>599605

You forgot polygons jittering all over the place due to the ps1 not supporting floating point and only integers.

Integers are whole numbers like 1 2 3 4, floating points are numbers with decimals like 1,25f. So polygons would jump from 1 straight to 2 and don't interpolate with decimals like therefore the choppiness, atleast that's how I understood it.
>>
>>599605
>>599609

Other anon here, I've done lowpolies as shown in op, but about this topic, how much does of a difference does this make when it comes to hand painted textures?

I never had a PS1...
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>>599609
I already mentioned that here: >>599604
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>>599610
I don't really understand what you mean, pretty much all PS1 games had hand painted textures.
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>>599604
>>599605
That would explain that really weird but unique look that the PSX had.
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>>599610
Texture quality is incredibly important when it comes to lowpoly since it's the only way you can convey any sort of detail an object has with such a low polycount.
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>>599624
One of the best uses of texture detail on the PS1 has to be in Vagrant Story, there's not a single wasted pixel to be seen. The same tradition carried over to FF12, which seems appropriate given that its in the same universe. If there are any games to check out for good use of textures, its those two.
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>>599603
don't look for tutorials
just hire blenderfags on /3/ and reverse-engineer the fucking mess they come up with
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>>599603

> purposely shitty 3D models
> shows Crash Bandicoot

What is this underage shitpost




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