Bonus: More Accurate Version.
Today's Document
Xuebing Du

oozey mess
Lint Roller? I Barely Know Her

Love Begins
KIROKAZE
dirt enthusiast
RMH
Alisa U Zemlji Chuda

Product Placement
Not today Justin

titsay

⁂

Kaledo Art
Game of Thrones Daily
d e v o n
No title available
Sweet Seals For You, Always
Misplaced Lens Cap

if i look back, i am lost

seen from Malaysia

seen from United States
seen from Croatia
seen from United States

seen from United States

seen from Malaysia
seen from Switzerland
seen from United States

seen from Malaysia
seen from United States

seen from Switzerland
seen from United States
seen from Canada
seen from United States
seen from Kazakhstan

seen from Canada
seen from Malaysia

seen from United States

seen from Australia
seen from United States
@90sgraphics
Bonus: More Accurate Version.
Bonus: More Accurate Version.
Old ahh Sewer monster x Meshck post from twitter. Based on that one meme
commission (Oc & Peripeteia)
trainspotting
How do you go about texturing your models and do you have any tips for the grungy retro-esque style?
Most of our models use real-world photos as texture bases rather than hand-painted or fully procedural work. Photo sources give you built-in grime, wear patterns, and material irregularities that read authentic without having to fake them. Gotta source good photos with permissive licenses and photobash to achieve the perfect look.
A few things that help sell the grungy retro look:
Lean into strong shadows and glare from the photo’s lighting. In-game lighting is almost never as intense or dramatic as a photograph, so baking that contrast into the texture itself gives the model presence it wouldn't otherwise have.
High contrast overall. Pushes that intense look and helps read clearly at low resolution.
Sharpening and noise filters at the end of your texture pass. It's how you get that "crusty" feel without just downsampling everything.
We use strong normalmaps on top of the above. These are hand-painted and/or generated with gimp’s tools for them.
Style study - 90sGraphics, Peripeteia
This post will study the art direction of one of my favourite games, Peripeteia.
Peripeteia is an "immersive sim" game, where you play a cybernetic woman named Marie in a cyberpunk-ed, alternate history rendition of Poland during the Cold War. The art direction (textures, models, etc.) are intentionally quite crusty and low detail in the model quality. The textures are quite low resolution, but hold all the detail for the characters, items and architecture. I find that the crusty-ness, besides it's use to make the game feel older, weaves itself in with the lore and story of the game very well - considering the Cold War setting, having your materials, people and weaponry reflect that with the way they look is something I find very fascinating and cool.
I'll certainly be holding the crusty, low resolution textures in mind when creating materials for my models. Looping back to the texture quality reflecting the game's atmosphere and story, I think having the textures be this way in my work would reflect my protagonist's decline.
Images/videos have been sourced from EuroGamer and the 90s.Graphics website.
Items carry between levels now. Your apartment basement has a persistent stash. And soon: a gun wall.
Marie from Peripeteia
One of my favorite indie shooters of 2025
Also one of the funniest video games I’ve ever played
My graphics tablet is broken... So for now, I'm following the path of a man who decided to "touch the grass"
batteries....yum...
peripeteia game
★★★sovieEeeeEettd★★★
I made a rather unexpected EP inspired when I tried out the Peripeteia demo by 90sgraphics.
The dark atmosphere in the game was a strong inspiration for this music. Also I draw artwork too.😋
Now on Bandcamp - Soundcloud - YouTube
She's real