I made a small update to the bgs. The psychedelic ones should be tilable and would look best with a distortion wave like shader on them. BG 6 and 11 should be mappable to a cylinder.
The forest ones are static. You can make a static shader that will always billboard to the camera view and apply that to a box encapsulating your level or have it always render into the viewport as a bg.
If you are using Godot you can grab the Ultimate Retro Shader Collection from Github and use the scrolling sky scene which has fitting shaders set up. If using Unity or Unreal im sure you can easily replicate that one!
as a feedback, maybe provide 512x512 textures because I like doing edits and downscale and sample myself, just a thought because right now its all precompressed and edited so maybe some more raw versions ? :) bought and supported
Most of the textures are made directly in 32x32 res and are hand painted. Idk how i should go about making them 512x512. This would only work for the rendered ones.
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Amazing! How are the background textures mapped? Is it a cylinder? I don't think it's a skybox.
I made a small update to the bgs. The psychedelic ones should be tilable and would look best with a distortion wave like shader on them. BG 6 and 11 should be mappable to a cylinder.
The forest ones are static. You can make a static shader that will always billboard to the camera view and apply that to a box encapsulating your level or have it always render into the viewport as a bg.
If you are using Godot you can grab the Ultimate Retro Shader Collection from Github and use the scrolling sky scene which has fitting shaders set up. If using Unity or Unreal im sure you can easily replicate that one!
Thank you I'll look into it!
nice, more n64 zelda, banjo style textures would be cool next. Mario64 didnt have too much of a unique Art direction ;)
That is on my to do list already! =)
as a feedback, maybe provide 512x512 textures because I like doing edits and downscale and sample myself, just a thought because right now its all precompressed and edited so maybe some more raw versions ? :) bought and supported
Most of the textures are made directly in 32x32 res and are hand painted. Idk how i should go about making them 512x512. This would only work for the rendered ones.
oh okay, makes sense. My current workflow is using substance designer. Thank you for your efforts and good luck! ;)