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Description
I think I finally mastered my PSX-styled model workflow. This is 100% different than what I used to do, and isn’t as accurate, but is more flexible for creating content for animations.
As you can tell, I swapped out Blender’s dynamic lighting for baked vertex shading, this is more accurate. The only thing really missing is affine texture mapping, which I have no idea how to do with Blender.
Fog was added in order to make the lack of detail harder to notice.
As for the model, I’ve mapped the eyes to an alpha channel so they can look around. As I also made the mouth have details inside so they can open and such.
Her shadow was done with the Shrinkwrap modifier, as it’s just her body mesh with a black material which is then clamped onto the ground from it’s height.
Edit: Yes I know the background doesn’t loop that nicely. Did the best I could.
As you can tell, I swapped out Blender’s dynamic lighting for baked vertex shading, this is more accurate. The only thing really missing is affine texture mapping, which I have no idea how to do with Blender.
Fog was added in order to make the lack of detail harder to notice.
As for the model, I’ve mapped the eyes to an alpha channel so they can look around. As I also made the mouth have details inside so they can open and such.
Her shadow was done with the Shrinkwrap modifier, as it’s just her body mesh with a black material which is then clamped onto the ground from it’s height.
Edit: Yes I know the background doesn’t loop that nicely. Did the best I could.
Ah, there it is.
![](/images/tagblocked-7b05ae50e1f6b0f784fc7d2200ce2bd8.svg?vsn=d)
your current filter.Rock on, my dude.
I am hooves-deep in Sega Saturn programming.
If I could just figure out why asynchronous loading is corrupting the file…
THANK you for saying this. As somebody who’s been an active Doom modder since the mid-2000s, it pains me that pretty much everyone except me wants this 25-year-old game engine to spit out 4K textures and full-3D models with all kinds of newfangled features that just for me destroy what makes Doom be Doom. I appreciate that early to mid-90s pixelated 3D is getting nostalgic appeal, the way 8-bit pixel art was during the 2000s.
As a purist I insist on running GZDoom at the original 320 x 200 resolution in software pseudo-3D mode, the aliasing effect is glorious and very genuine, a lot like what you got here. I consider OpenGL to be cheating when it comes to old pseudo-3D shooters like Doom and Duke Nukem 3D, I consider it a disrespect to the original game engine.
In AD 2101 war was beginning. ;3
Agreed!
Not everything needs to look like this, but not everything needs to look like Crysis
If done well they can be more appealing than HD models. In some cases anyway. This style is perfectly retro while still looking very appealing.
As intended! I am quite happy that mid-90’s 3D graphics do have a somewhat… universal appeal
This image makes me think of PSX the most. Granted, I never touched my Saturn ever, and my N64 is collecting dust, but I recently played Spyro 2 and this image gave me that vibe.
Well, that has made me want to check .. erhm, play my Saturn. I mean I’ve been playing games on it daily for months now but it’s so pixelated I don’t recall any outright jitter on meshes. I haven’t played much PSX (though I intend to at some point).
The jitter is a very nice touch though, in my experience it looks like some software-rendered 90’s PC games did/do.
The N64 mainly doesn’t suffer from as much 3D issues due to having a Z buffer. While it does suffer from floating point issues when models are very far away, they never jitter like PSX models. The console also uses perspective texture mapping, which fixes a lot of issues.
The biggest downside for N64 3D is the strict texture limitations (4KB a texture, which resulted in games using less textures than PSX.
Though, I do like both consoles, and I admire the charm of their visual style.
Edit: I may be able to get Affine texture mapping using a program, which I may try, but it also may mess up Blender.
Edited