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https://www.youtube.com/watch?v=x4OLmPqaxKM

How do I archieve a render that looks like resident evil psx games?

what settings do I need to use.

So far I think they don't use lights but enviroment lightning and ambient oclussion instead.

but I am not sure what else gives that mid 90's game look.

Help.
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https://github.com/dsoft20/psx_retroshader
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>>634988
For a start, you can't use any modern path-tracer rendering system like Arnold/VRay/Cycles/Mantra or literally anything else that generates noise when rendering. Only scanline or at most ray tracing with any bounce/GI implementation of any kind disabled, as that didn't exist in the 90's.
Then you have to light using only the most basic kind of light sources with no fancy crap like area lights or sun.
The reason why models look so absurdly smooth is due to the fact that the primary modeling method used was NURBS for rendered images, you don't have to use it, but make sure to keep things as smooth-looking as you can.
Finally, image compression as we know it today didn't really exist, to get all the images to fit on disk they had to devise ways of compressing the image that involved throwing away color data, through dithering and limiting the color pallet. The consoles of those days had a limited pallet anyway, so it's not like it was only a storage issue.
Last but not least, they only had to optimize colors for what TVs could realistically produce back in the day, which is why these images often have a very punchy and saturated look. Color management wasn't a thing either, nor the concept of PBR, everything used fairly basic shading models. One issue is that we now have very few display technologies that can reproduce the black levels of CRTs, so the nearly-crushed blacks tend to look more muddied on modern screens than they would have back then.
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>>634988

oldfag here

stick with Phong or Blinn for shading
use pointlights or spotlights
no radiosity or AO
no raytraced shadows(if then sparingly), only shadow maps patch or NURBS modelling to get nice smooth objects, but sufficiently high res poly modeling is A-OK too.
image maps as textures allowed, but not super huge, best handpainted or sourced from photos of dubious quality, bonus points for already paletted textures
saturated colors, crushed blacks (pls no bully)
procedural textures to break up surfaces or making them dirty
procedural texures in bump and spec slots
paletted color output, use of dithering

good luck anon
>>
have fun placing a hundred lights in a scene where previously you could do with 3 or 4




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