Hey guys, I’m not a programmer or anything and despite being a 3D artist I am quite ignorant to the inner workings of graphics engines so the answer to this question may be really simple, so just excuse me if I sound rather dumb.
Have a look at this image, if you will:
This is an image from a relatively early PS1 game. Now just suppose I waned to make a game that was this “pixelated” and “basic” looking… I hope you know what I mean… Theres very little or no anti-aliasing, its low poly and the textures are tiny but is there anything else I have to do to achieve this look? Like do I need to lower the screen resolution of the browser or anything. I know also that the PS1 was a 32bit system so how does this effect the quality of the visuals? Basically any advice how I can make a modern game in Unity that looks like a PS1 game… I’m sure this will be very interesting to find out.
And please assume that I am quite a beginner with Unity, because I am quite rusty now…
Well you stated it all. Low draw distance is another :L. But pixelated tiny textures, no Anisistrophic filtering etc. No AA, lots of blillboards, low poly models.
To get a pixelated resolution you could render everything at a smaller-than-full screen size with no bilinear/trilinear filtering and no anisotropic and no antialiasing, then grab the render into a texture and then re-draw the texture at full-screen size.
Another way is simply to disable everything that smooths out textures etc, draw to blocky coordinate resolution, use nearest-neighbor filtering etc.
In 2D you’d set up a camera which has a coordinate system half as big as the resolution, for example… .so the screen is 1024x768 but the camera views a 512x384 area… this will make 2x2 pixels.