Letâs sail!
Act 2 was such a blast, thank you to the rtvs crew for putting on an awesome show despite some of them still feeling sick, they are true heroes for that â¤ď¸âđŠš
PUT YOUR BEARD IN MY MOUTH

Origami Around
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he wasn't even looking at me and he found me
2025 on Tumblr: Trends That Defined the Year
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@spalshie
Letâs sail!
Act 2 was such a blast, thank you to the rtvs crew for putting on an awesome show despite some of them still feeling sick, they are true heroes for that â¤ď¸âđŠš

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I feel like a horse with no name is probably the best song in the world. Not even my Favorite song just the best
Heâs literally just telling it like it is
Cider is like if beer transitioned and stopped hating herself
ITS DOECHII BITCH MISS D-O-E DON DADA BITCH YOU NOTICE ME!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

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my seal drawing
made a little zine featuring this guy and some of my other seal drawings đŚ
Do you know this SFX? #1161
I know where it's from
It sounds familiar
I've never heard this
ouuh brother
song of da summer

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whatever I'm out of here.
Hey guys just a heads up there's a new scam going around where a gnome will disguise itself with orc facts and then steal all your berries. Stay safe out there.
Guide to that elusive âPS1-pixelated-lowpolyâ(but not really)
With the videogame playing population growing up weâve finally broke from pixel-art nostalgia into the broadly called âlow-polyâ nostalgia. On closer look this broad categorization gets further described as âPS1 pixelated textures low-polyâ, which is a bit better, but still is a really broad and a pretty wrong description of this style thatâs so dear to a plenty of game-playing and game making individuals these days. Iâll try to dive into some of the technicalities and examples of this style in the attempt to find itâs characteristics and some actual technical requirements to meet this style.
Letâs start with the obvious, calling it PS1 low-poly is wrong, mostly because the same games were release on Nintendo 64, Dreamcast and PC. More so, games released later can be put into the same category, plenty of NDS or PSP games fit into the same style and adhere to the same economy principles. The only real surface level thing unifying these games is the game size, that is, the games came on CDs. The advent of a DVD format really changed up how the games look, so the graphical style weâre talking about here is called CD-3D in smaller circles.
First letâs look at the games that fit the criteria would give you some information to describe the style, textures are obviously small enough to have visible pixelation (hidden by texture filtering) and models are obviously low-poly (that is around or less than 500 triangles for a character), but letâs see what doesnât seem so obvious. Hereâs Spyro and Crash, fan favorites
Both games check both points weâve noted before, but whatâs not obvious to an untrained eye is that these games both extensively use Vertex Color, the thing youâll notice more and more in other games weâll talk about. Vertex Color is absolutely simple, each vertex of a mesh can be assigned a RGBA value and theyâre then linearly blended with other vertex colors. Notice how in Spyro the yellow and purple light is placed on places where texture is repeated, following that you can eyeball where the wireframe is and then youâll see that the vertex color is used to simulate lighting. Crash himself is filled with Vertex Color, itâs a cheap way to avoid using textures, while having some control over the color of the thing, instead of it being a solid chunk. If you search-engine around you can also find some really fascinating notes on the development of the original Crash and the tricks theyâve pulled! The more ingenious way to use Vertex Color is to take a look at Spyro skyboxes:
Notice how the clouds are diamond-like in shape and are linearly gradiented to the next point in the wireframe.
Vertex color was used extensively and fell off with the increasing complexity of the meshes, delegated mostly to technical masking of stuff like foliage, itâs still a powerful tool for lower triangle counts.
Textures
Now, letâs talk about the textures. Pixelated textures look nice and crisp these days, at the age of 1080p being the norm, turning texture filtering really makes the games look crisp and feel right
Quake 1 is a perfect example of CD-3D style, often undeservingly forgot in discussions about this style.
But this makes us forget that the textures were often authored with texture filtering in mind. Careful step gradienting to make textures seem smoother after being filtered is a craft in itself.
Texture filtering is not bad in itself, some games look better without it these days, because of the display resolutions, but itâs still a valid tool to apply, it can help push low-res texture a bit higher and produce a softening effect make those 4 pixels into a round circle or improve a visual effect.
Of course, some games took a deliberate approach of avoiding smudged look, like Megaman Legends, for example.
Via a very deliberate texture economy and unwrapping the developers were able to produce very crisp and pixel perfect textures (slightly warped by the infamous PS1 rendering), that look absolutely astounding when you render the game in a modern resolution. Pixel-aware UV Unwrapping, is being used in most games that are considered the pinnacle of CD-3D style, this technique is so powerful, that it was used to great effect in PS2 era games, PSP games and even modern games like Guilty Gear (for a different effect though). Letâs take a closer look,
As you can see, our character is unwrapped in square pieces in such a way that a straight line on a texture will produce a straight line on a model. While Vagrant Story is an absolutely perfect in execution of this technique, itâs also used in a same way in Megaman Legends
While I couldnât find a reliable tool that works with modern 3D modeling software to allow pixel perfect alignment, just using a UV Checker will produce great results. This method also requires some thought put into your topology before unwrapping, but itâs strong point is that you can make changes into your unwrapping and geometry easily, making little tugs wonât break the whole thing.
As you can also note, Vagrant Story textures are authored in a single atlas, while Metal Gear Solid separates this atlas into smaller chunks like this:
Allowing for easier unwrapping, since you can unwrap into the full UV space and then change the size of the texture to scale your results. The other important thing is that you probably want your characters in a T-pose when youâre unwrapping, since this allows for easier use of normal based unwrapping, considering your model would be authored with 4 to 8 sides for limbs and torso it could be box unwrapped and then tweaked for optimal results.
Silent Hill 1 used the same technique, and is also regarded as one of the best looking PS1 games.
While this is the best practice for this kind of look, itâs absolutely not required, Quake 1 used a really loose flat unwrap:
But itâs still looks bloody amazing in the end.
While the topic of using UV Unwrapping for crisper result is endless Iâd also love to bring your attention to a certain Jet Set game
It also uses the same technique as Megaman Legends, but it tops it off with some cel-shading, producing crisp, stylish and iconic look.
Hereâs some technicalities: Character textures are usually 256x256 for main characters, 128x128 for other characters, character usually have ~100-120 colors per full atlas. MGS breaks down the atlas into chunks so each chunks is usually 8 colors. So when authoring textures, make us of Indexed Color image mode or Save for Web.
 Now letâs move from character textures to
World textures
Universally regarded as best looking CD-3D games share the same trait, not only the characters look amazing, but the environments too. Despite hard limitations, the environments look very much affected by lighting. A lot of the times this is achieved with this one simple trick that was only improved with modern technology. That is, a lot of the lighting is baked into the textures
While this limits you on the amount of lighting scenarios or makes you produce more same-ish assets this certainly elevates the look. While nowadays baked lighting is not something that exciting, itâs also being done on a separate âlayerâ, so thereâs no need to make a separate texture for every lighting scenario, however the resolution of a lightmap should not be higher than your texture, to not produce a cheap and uncanny effect. You still want to bake some fake lighting into your texture, which contradicts the rules of PBR, but since youâre not using normal maps, rules of PBR should not apply in the same way.
The other important tool to use, is the one weâve talked about, that is, Vertex Color. Vagrant Story uses to great effect, while itâs environment textures donât have lights baked, they use vertex color extensively to create a variety of moods and lighting scenarios.
Using best texturing practice, Vertex Color and making sure your lightmaps are matching resolution to your textures will produce the best results.
Now letâs talk why I donât advise using a lot of normal maps for this style. The simple answer, itâs somewhat difficult to produce a normal map that will work with an unfiltered look, but itâs somewhat manageable to do it if youâre using texture filtering. The issue arises when you try make your normal maps unfiltered, this will make your result either a mess or a bunch of visual noise. If youâre trying to make sharp pixel-perfect textures and then will try to make normal maps to match youâll get very harsh results. The only way I can see it working somewhat nice is to make a normal map thatâs less detailed and then use it texture filtered to give some volume to your objects, while not trying to chase pixel details.
The suggested method is to do a rough sculpt -> bake it down -> use ambient occlusion and other masks to author a texture map with more details. Then use a detailed texture and less detailed normal map for optimal result.
 As a closing thought, letâs talk about the
Meshes
A lot of the time you can visually trace the wireframe of things, this makes it easy to pin the style as âlow-polyâ, but how lowpoly it really is?
Characters in Vagrant story average 500 triangles per character. Characters in MGS go from ~450 for minor characters to ~650 for major characters. So 500-600 triangles is a solid baseline for a main character in a third person game.
This limit brings out some great restriction for every aspiring 3D artist. You have to know your limb deformation techniques (search-engine âLimb Topologyâ and browse around the polycount wiki to find some great examples and deformation ready examples), but as you mightâve noticed, some games decided to not wrestle with skinning and deformation and straight up detached the limbs or even made their characters out of chunks. This is perfectly noticebla if you compare the OG Grim Fandango and the remaster, where they botched the shading and you can see the bits in all of their glory.
Another easy example is Metal Gear Solid. Characters arms are separate from their torse, but this is covered with other geometry or theyâre of the same color and shaded closely.
This way of doing it was used in a number of other games and allows for unlimited range of motion, while not looking weird.
Itâs easy to fall into the trap of adding more triangles and loops, but if youâll follow the rule of âif it doesnât add to the silhouette, you donât need itâ, youâll keep to the style. Zoom out often and if an edge doesnât add anything from the distance and is not critical to the deformation in a character, you really donât need it.
These principles are so solid theyâve been alive for decades, in fact, one of the best looking PSP games âPeace Walkerâ sticks to these principles very closely, for example this soldier is just around 1500 triangles
Spilling out of the âlow-polyâ territory itâs still made with the same economy principles used in CD-3D style, making use of every bit of texture and every triangle available.
Hereâs another game of Metal Gear variety, Metal Gear Solid 2 is a direct heir to the design philosophy of MGS1, perfectly pixel-aligned unwraps allow for crisp detailing:
Another honorable mention goes to Animal Crossing on Nintendo 64
Animal Crossing combines meshes and sprites masterfully, uses pixel-aligned UV unwraps and makes up their own trick when creating landscape.
By unwrapping the repeating texture on each triangle of a hexagon they create these smooth patches of sand without the need for big or unique textures. Itâs only 64x64 and 9 colors, but the mileage you can get out of it is insane!
And this honestly sums up the CD-3D style perfectly, itâs the style governed by economy. Thereâs no need for insane textures for sharp lines, and millions of colors for smooth gradients. Now of course all of these are not rules, but recommendations, you can certainly bend the rules and improve on some aspects. Before we go, hereâs some more pictures to get you inspired.
I'm Jenny :)
SONGS USED
âDreams of Our Generationâ from Rhythm Heaven Fever
âTank!â by The Seatbelts
âDeadlockâ by Go! Child
âEveryoneâs A Guru Nowâ by Saint Motel
âShut Up and Danceâ by Walk The Moon
âAll Starâ by Smash Mouth
âJenny/867-5309â by Tommy Tu-Tone

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Man Im sorry for snapping at you , uts just that I only got 8 hours of sleep last night and I only had like, two pandcakes with strawberrys and whipped cream and like three premium sausags for breakfast
Under communism the wait staff will not ask if Pepsi is okay. You will not even find out that's its Pepsi instead of coke until you take your first sip. Unless you train like me, to know the difference from the sound of the Fizz alone, that is the only way we can beat communism and I can teach you. Take my hand. Not like that you grabbed it gay. Stop. Giggles. I SAID STOP