Low poly models and low resolution textures.Syphon Filter, image from Metal Gear Solid, image from major components I could identify were roughly: Of course, there was copious amounts of looking at and playing PS1 games myself. Learning this stuff gave me somewhat of a clear idea of the major components that led to the look. The first step in this process was of course figuring out what gave PS1 games that distinctive look? I’m no expert in retro hardware, and I don’t feel knowledgeable enough to explain in this article exactly how the hardware of the PS1 worked, but I did do a lot of research into this area and I’ve provided links below that you might enjoy. So what makes a PS1 game look like a PS1 game? The other big reason I wanted to go with a PS1 inspiration is that its rendering capabilities are quite basic, which would help to keep things as simple as possible. Nevertheless, I decided I wanted to see if a 3D fantasy console could work, and I’d base it on my favourite retro 3D console, the Playstation 1. There are now quite a few 2D fantasy consoles, but 3D is a lot more complicated and potentially difficult. The most famous example is Pico-8, a 2D 8 bit fantasy console that is an absolute joy to make games for. If you’re not familiar with fantasy consoles, they are fictitious virtual game consoles for making and playing retro-style games. Here’s the end result I’ve achieved in the Polybox console, Polybox! What is a fantasy console? Note that I’ve not gone into 2D sprite rendering because it’s somewhat simple and this article is long enough as it is. And of course, how I’ve implemented it in the fantasy console, which will be called Polybox. In this article, I’ll detail all I’ve learned in researching the PS1 and other retro game consoles. There is quite a lot to the project, but for now, I wanted to talk about the rendering, which was my first step in this project. I’m making a fantasy console-based inspired by PS1 era technology. I’ve started a new side project I’m pretty excited about. So many happy trees.Building a PS1 style retro 3D renderer Posted | Share: That’s it, friends! Thanks for hanging in there and getting all 3D-without-actual-elevation-but-with-some-other-data with me. If you want to trick Pro into giving you more 3D detail, make your layout really big.ġ3:58 Hacking in a layout background color.ġ4:34 Adding a vignette. You get it.Ġ:05 Finding this vintage map in the delectable David Rumsey Map Collection.ġ:23 Completely optional step where I (off camera) Photoshop out the map scan’s edges so you only have the tattered map (relatedly, check out this fun resource if you are feeling bold).ġ:41 Firing up ArcGIS Pro and starting with a Lambert Conformal Conic projection, to get a head-start on georeferencing.Ģ:48 Undoing the image enhancements Pro applies by default.ĩ:09 Quick conversion from 2D to 3D! So easy.ġ0:00 Adding a US Forest Service image service of “carbon density,” which is forest density.ġ0:45 Ah, it’s grayscale! We can trick ArcGIS Pro into thinking this is a digital elevation model! BWA HA HA HA HAAAAAA!ġ1:11 Cranking up the 3D scene’s vertical exaggeration to…12,000! You read that right.ġ1:57 Adding the trusty old “ global background” layer from Living Atlas and giving it a picture fill of this wooden table top pattern.ġ2:57 Moving on over to a Layout. So the 3D surface isn’t actual elevation, it’s forest density. The book’s graphic uses an 1873 map of forest density, but in this how-to I’ll use an 1883 version because I like it more.Ġ:00 Welcome to some mapping adventure! We’ll be making a graphic that uses modern forest density data to extrude a vintage map of forest density.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |