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Description
Decided to do PSX styled modeling, with mesh distortion included.
Though, the shadow is a huge giveaway that it’s just style emulation. As it was out of my control to work with.
Though, the shadow is a huge giveaway that it’s just style emulation. As it was out of my control to work with.
Sorry for the reply, but thank you!
The only thing I think I got wrong was the texture on her mane, as I think it’s too low-res.
Ah, that’s neat. I suppose that’d make more sense as at higher resolutions the effect would be almost unnoticeable.
The script I’m using snaps them based off an internal pixel resolution.
I have it set to snap from 200x200 px.
Well, it’s a flexible method, I could adjust it to be closer to the desired effect. It’s got the plus of not needing to run under the BGE though.
I imagine the script you were using is basically doing model deformation in a more coordinated manner, probably snapping each vertex to its nearest screen pixel maybe?
It seems to look too random in terms of jitter.
As the displacement from PSX models (which is what I was achieving) is done by low float precision than an actual displacement.
Edited because: wrong word
I suppose I don’t need to ask a question I can find out myself. Yes you are able to achieve a similar effect by doing the nonsense I described below, it isn’t 100% accurate, and I applied it a bit excessively on my model, but it gets the job done.
Could you get a similar effect by, say, applying a low strength displace modifier on the object with a random cloud texture, then set the texture coordinates of the modifier to the camera object? Thus the model would randomly wobble based off the position of the camera.
Edited
I could set the materials to not cast a shadow. Then I could probably use a texture-based shadow like how many games from the era I tried to emulate did.
I mostly kept the shadow to make her contrast less with the background. As it looked flat without it.
Edited
That was a headache to get into Blender.
The script itself was only for the game mode in Blender, which means I had to use a screen-capture software to record the thing than rendering it. And even then, it messed with the lighting, so I had to edit the script manually just to fix it.