Yeah creeps generally out themselves and still think themselves to be justified in their behavior in their own twisted way
Posts by Don Veech
It doesn't help that AI has pumped out so much pixar-like slop to the point nobody wants to see this kind of face anymore, and the fact that pixar still only uses this kind of face makes it worse :/
Take me back to when design language was actually inspired like with Hercules and Mulan π₯²
Progress on my project has been a bit slow, but this week I've managed to get some parts of the UI done.
#unrealengine #gamedev
Making a base model just so you can steal from yourself is 4D chess
hieroglyphs code #coding #software #programmerhumour #tech #programming
> "Trust me bro, this new tech startup isn't a pyramid scheme"
> Looks at codebase:
Lo-FI artillery blasts to study & sleep to
#indiegame #pixelart
a low-poly flashlight-lit scene of some wardrobes and a framed painting engulfed in darkness
I've started modeling and texturing some assets for a mock-up horror game and with a singular light it's already kind of a vibe and I'm all here for it π»
#gamedev #retro #ps1 #blender
An example of a Icosphere primitive mesh used to model a low-poly hair style
I really didn't have a plan when I started modeling her so I literally just grabbed an Icosphere and start pulling vertices around until I ended up with something that resembled a hairstyle, worked out better than I expected!
#gamedev #lowpoly #ps1 #blender
There was only so much realism you could achieve given the resolution anyway, but it looks like each team achieved the goals they set out for themselves at the time
Even so, your mind fills in the gaps, I'd argue MGS was a lot smarter with their RAM budget, people nowadays emulating are getting a lot more out of these high-res textures now than they were back then
Glad to hear, go for it!
I also looked closely at PS1 models to get a better feel of how they modeled stuff, no detail is too small when you're striving for authenticity π¬
An image texture of Snake's face from Metal Gear Solid for the PS1
An image texture of Jill Valentine's face from Resident Evil for the PS1
I love how there was no consensus on how detailed a face should be for PS1 games, they really just did what they felt was best.
Jill's face in RE1 is never seen at full resolution at any point in the game, meanwhile Kojima fully embraced the low res for MGS faces π
It's super crunchy in the best way, they really leaned into the limitations of the time to make the most of their models!
Been playing π πππ of PS1 games while revisiting my backlog and I'm having fun playing around with PS1 visuals in my spare time, here's a character I modeled, textured, rigged and animated πΎ
p.s. gradient textures are so much easier π₯²
#gamedev #lowpoly #ps1 #pixelart #blender #3d
Love the ghost trail effect π
π Bro goes with the ledge flow.
More random sharing of minor stuff, while cooking up the core stuff, this time the ledge grab system I made back for the party pals prototype, coming to good use here :)
#gamedev #solodev #doordash
Screen shot of the SLK tool
Shout out to this neat little dither tool I used to pixelize the textures I used in the scene! Super handy for any devs looking for an easy solution for authentic old-school textures
#gamedev
captain4lk.itch.io/slk-img2pixel
A low poly scene in the style of PS1 graphics. Solid Snake in front of a vending machine in a dimly lit back alley next to a backdoor with a red 'Exit' sign above. Some of the scene is reflected off puddles. There's a trash can next to the vending machine and some newspaper scattered on the ground.
Played/finished Metal Gear Solid for the first time recently
and I have to say:
WHAT. A. GAME.
The dialogues, characters, story, locales, art direction, everything is just *chefs kiss*
Here's Snake getting himself a soda after his adventure
#Blender #lowpoly #gamedev #ps1 #metalgearsolid
Subversive Memories is out NOW!
THERE IS NO FUTURE WITHOUT MEMORY
ββ ββββ SURVIVE ββββ. ββββ ESCAPE ββββββ, ββββ ββββββ.
ββββ ββ βββ REMEMBER β ββββββ.
BUY IT ON STEAM: store.steampowered.com/app/2821110/
#indiegame #PS1 #lowpoly #γγΌγγͺ #HorrorGames
New #gameassets β¨
I've created 150+ light cookies/masks compatible with all game engines that support this feature. Includes white on black, black on white and white on transparent backgrounds for each. CC0, public domain, all free!
kenney.nl/assets/light...
This is so, so well-articulated.
I feel like a lot of games just get bad press on release only to be a banger ahead of it's time
Almost like people have wild expectations sometimes
I know a lot of people dunk on the HD-2D style but I personally dig it (even though I've never had the chance to actually play a game in this style so I guess it's still novel to me?)
Still cool to see!
πThe all new Pixel School is now live! π
Get our structured self-guided #pixelart course made to teach you the basics of pixel art!
We're having a 30% off everything grand opening sale through the next week!
pixelschool.org?r=bsky
Forever grateful for GDQuest's existence, best doorway to any software I've ever experienced π
I saw a fair amount of the "make it first" posts yesterday. Coincidentally our designer found an old prototype thread yesterday, that fits the billing pretty well.
You've just got to explore ideas, you don't know where they will lead.
And yeah, in blue, that's Gonzo from windwaker... π
reposting as a plea for the godot tool gods
fun reminder:
the reason why they make these fucking pointless "live action" remakes is because since it's "live action", the animation is considered "vfx" and not character animation, so they can pay these non-unionized satellite studios fuck-all and make a cool few million for essentially nothing