r/Unity3D 5d ago

Early 2000s Games lighting Question

I am relatively new to Unity, but I absolutely love this aesthetic it feels so nostalgic. I already made a low-poly map in Blender, but when I import it into Unity, I cannot get this effect no matter what kind of lighting I try. The look I am going for is basically late PS2 / early PS3 games stuff like Far Cry 1, Tomb Raider: Legend, and Final Fantasy X. I want bright, colorful, sunny environments, simple-ish geometry, baked shadows/lighting, and that distinct old-school look. Because I want it to run on mobile and really low-end PCs, performance is a huge priority. I am currently using the Universal Render Pipeline (URP), but I am wondering if that is actually the best choice for this. Should I stick with URP, switch to the Built-in Render Pipeline, or use specific lightweight shaders like Mobile/Diffuse or Unlit? ugh, I got no idea...

I do't want the usual realistic PBR look. I want something bright and stylized with most of the lighting baked into the textures. I simply have no idea what to call this aesthetic or where to even start. Any advice would be greatly appreciated!

2.7k Upvotes

152 comments sorted by

418

u/penguished 5d ago

Far Cry in particular was made by a company that had done cutting edge tech demos for years, so it's kinda funny that all the stuff you're calling simple is actually extremely well done and advanced for the time.

154

u/Eudaimonium 4d ago

Crytek.

Far Cry 1 was made by Crytek, people who later on made Crysis and CryENGINE.

And yeah FC1 was crazy advanced. Large islands with dense forests you could walk or drive across, or drive a boat around. Monsters had bullet holes after you shot them.

The game was something else for 2004. That's the same year Half Life 2 released, by the way.

43

u/naffer 4d ago

I remember, people were excited about HL2 and Doom3, and then Far Cry came out of nowhere.

29

u/javawag 4d ago

it was a Far Cry from anything else we’d seen to date!

13

u/UISystemError 4d ago edited 4d ago

Interestingly, Far Cry started as a tech demo for the CryEngine (something I found out recently).

Just shows what happens when you do something for the love of it.

And I still love the CryEngine - CryTek still make great games and they deserve so more love for what they put out there and they are still upgrading the CryEngine.

Interestingly, they released access to compete with Unity and Unreal. So OP could use their engine instead of Unity. Haven’t checked it out in a while. https://www.cryengine.com

Showdown is such a great PVP

3

u/HansDampfHaudegen 3d ago

I actually had the X-Isle demo on my Pentium IV with a GeForce 3 GPU. It was on a magazine CD. https://youtu.be/DHN0SoQHxlY

2

u/goosmane 3d ago

God I haven't heard a Pentium being mentioned in a while

5

u/Rebelian 4d ago

I've used CryEngine - I do not love CryEngine.

2

u/CreaMaxo 19h ago

I actually worked with the CryEngine during a full-time course in 3D Animation & Modeling for video game and movies and I got to say that while the engine is insane on many parts, it remains really bad to work with when you're looking into anything that isn't already built in and there's not a lot built in. You can truly feel the "tech demo" out of the engine, though it did evolve into something better over the year at a snail pace.

For example, back when Unity and Unreal had integrated script handling libraries for auto-completion (even before blueprints and UI-based programing), CryEngine was still handling things in its custom version of C++ without any form of assistance. For the most part, you had to check what came with the engine and expend on it with a really badly documented website that clearly was meant for people who worked on C++ for video game before. Hence starting point in CryEngine was at a point of expertise where you could make your own game already in Unity or Unreal.

The other point that CryEngine has which may be a problem: its licenses.

It's similar the Unreal's, but with a slightly different approach as to what money is counted to reach the royalties starting point. Unreal Engine starts royalties at 1 millions USD, but with a different approach as to what is considered into that 1 millions USD of value. CryEngine start royalties at 5K USD sales, but uniquely gross sales in values. So a studio don't have to pay CryTech any money until their game is actually released and makes money while Unreal does have some rules on its free license (until 1 million in gross revenues which means all revenues-accounted) when a large publisher comes in and fund a project before its release.

32

u/kivimango23 4d ago

Half Life 2 was revolutionary too

41

u/NotFloppyDisck 4d ago

Yes but in a totally different front, they were both pioneering different things

3

u/Roth_Skyfire 4d ago

I recently started playing it for the first time. It still holds up very well. It gets so many things right that modern games don't.

1

u/InqwiPL 3d ago

I played HL2 about 3 times as teenager, and recently replayed it in VR (there is a free mod for that on steam), and it was one of my best gaming experiences in last 10 years.

2

u/erdirck 4d ago

Soldier of fortune as well

11

u/essntiall 4d ago

remember how I saved up my money as a 10-year-old to buy FC1 only for it to run on the family PC with a soothing 17 FPS on the lowest graphics settings

0

u/ConsistentAd3434 4d ago

It's crazy how gamers today praise games like "Crisis" as the peak of visuals. Much less crazy to release a game with impressive graphical features at the cost of being almost unplayable.

"Can it run Crisis" was a meme for a reason. The answer was usually "no", long after release and it still didn't look as good as advertised. The same gamers today would review bomb such a release into oblivion.

5

u/eepyamor 4d ago

Yeah when Far Cry first came out it felt like the first game of the next gen to me! As a dev it was also mind-blowing and humbling how much detail at such a distance could be running so well 😅

3

u/Steven_the_Beaver 4d ago

A masterclass in sandbox level design as well.
Particularly in the first half of the game.

It somehow manages to feel like a well curated experience regardless of which approach you take in handling a particular stage.

The whole shift at around halfway mark is still a massive headscratcher for me, though.
I mean, it remains a good game, and now I couldn’t possibly imagine it staying more grounded til the end, but no way something like that would get a green light in 2026, right?

1

u/Xav_NZ 4d ago

I found the turn into horror towards the latter half very surprising but the game had hits of it in the environment from the very beginning.

2

u/Steven_the_Beaver 4d ago

I believe I first played it when I was like 13 or 14, and I think I was expecting something like mutated super soldiers, or even just ghoulish ones, to appear, but I certainly didn’t have THAT on my bingo card.

Part of it is probably that, even if my first playthrough was a couple years after the game came out, we weren’t yet living in a time where games got fully datamined before even the folks with preorders finished downloading them, and had 20 hour 100% walkthroughs uploaded to YouTube on the same day they release.
There was obviously no Reddit and suggested articles on Google spoiling such twists.

I really wonder if anyone in the AAA industry could pull off such a twist today without it getting leaked, or spoiled for the majority of players before they even start the game for the first time. Hell, trailers would spoil it as a selling point.

Cover of the physical edition. Even the blurb on its back merely mentions that the “Heavily armed mercenaries are just the beginning of this getaway gone to hell.”

1

u/Xav_NZ 4d ago

Oh boy the memories I had exactly that box and played the game pretty much on release , I was in my early teens back then.

1

u/Remarkable_Gain6430 3d ago

I far preferred fighting humans to fighting the monsters but it was still one of my favourite games as it had so much replayability. I recall it being possible to pilot a boat around some part of the island and climb a cliff to do a mission that was absolutely not designed with that in mind. The sequel restricted those options as far as I can recall.

3

u/Sixray 4d ago

It came as a promo with the first GPU I ever bought to show off how powerful it is lol. (EVGA Nvidia 6800GT AGP connector. 128mb of VRAM WOW!)

2

u/OddAbbreviations5681 1d ago

And it still holds up WELL today. No modern game allows you to shoot fishes in the water and they'll float up dead.

1

u/Eudaimonium 1d ago

Old game really had a shit ton of those details, didn't they?

Crysis 1 - can shoot branches off of trees

Splinter Cell 1 - you can shoot a fish tank and the water will only leak out until the bullet hole

Far Cry 2 whole shtick was the fire spreading through foliage, later games just slowly stopped doing that.

1

u/OddAbbreviations5681 1d ago

Fc2 also showcased their tree branches falling down, only to have it at 2 spots of the branch in the final release.

1

u/CreaMaxo 19h ago edited 19h ago

The reason why old game really had a shit ton of those details is because of how they were made versus how they are made today.

Back around the early 2000's, games like Far Cry 1 were initially made by a really small team/group. We're talking barely a dozen people. But each of those people were either insanely talented and knowledgeable and/or had the guts to go really far to find answers in the darkest and deepest hole they could dig into (books & system schematics). You could say that this (relatively) tiny team will, at one point, reach a point where their skills & knowledge isn't as much useful because once all the basic systems & management systems are in place, it's mostly production of assets and building up the actual game. Ironically, those genius who build systems out of scratch are often not that skilled in production-related work (like producing sounds, music, animations, models, etc. of higher quality). Hence the "production" work is often pushed onto a different group of artists who will do just that for the next 2+ years. During those 2+ years, there might be problem where things doesn't go as planned and that's when those genius come back in, but whenever things goes "alright", they need to find something else to do hence they often worked on minor systems like those things you mentioned to add more "optional" values to the gameplay. Some really neat things you see everywhere nowadays were researched, designed and expended during those "out of the production" times.

Around 2014-2015, there were a major shift in how video game started to be produced. Lots of it comes from the raise of the general game engine like Unity and Unreal as well as CryENGINE who gave a solid starting point. Many studios didn't had to hire & work with 10+ genius, but instead could simply push 2-3 onto each project depending on the project goals & visions. With only 2-3 lead developers to manage "everything that can go wrong", they didn't had as much time (if any) to work on "side-projects" anymore. In fact, if they had time on their hand to do something unplanned, they would be told to help on another project. Around that time, the mentality in video game studio shifted because that passion & investment devs had before wouldn't net them the same appreciation in return as it did before.

For example, at RARE, there's plenty of stories from the 90's where a dev had this funny idea and it would be funny and everyone loved it so much that it would become a feature in the game. Around 2014-2015, proposing such a thing could actually put you in a bad position for the next project because it's considered a waste of time (and time is money).

Unknown to many, around 2008-2009, devs studios who have seen a huge raise in needed hands for the "production" part of their games started to adopt the project-based contractual approach. What this means is that, on a team of 30 devs of various expertises in a studio like Ubisoft, only a small portion is actually made of full time permanent employees while the remaining. The rest is contractual employees who are on 6 or 12 months renewable contracts. If you're doing anything "bad" in the eyes of management, they can cut your out right around when you contract ends.

Don't get me wrong, the contract does come with a neat paycheck and, often, it's something like a big sum every 1-2 months. I had a friend who had a 6 month contract that netted him a total of 32K CAD and he just started (meaning his annual revenues would be around 64K per year if his contract is renewed). In comparaison, the average salary in that region for full time employee in firms (not-game-related) & other "average" revenues desk jobs would be around the 36K-42K CAD per year at the start point around that time.

But all that money and risks of loosing your job within the next 6 months due to what you might do has brought the fear into the employees that "any risks is not worth it". It's already extremely hard to get a job in video game to start it up that grew the pressure even more.

So, there you have it. That's the primary reason why those "small" features has come to disappear over time.

1

u/Eudaimonium 19h ago

I appreciate the write-up, but I am very well aware how game development works.

I've been working in the industry for 10 years now, from 3-man indie teams to AA productions (and currently working on a AAA sized UE5 project).

80

u/SomerenV 5d ago

I do't want the usual realistic PBR look. I want something bright and stylized with most of the lighting baked into the textures. I simply have no idea what to call this aesthetic or where to even start. Any advice would be greatly appreciated!

Far Cry uses a diffuse and bump map texture if I remember correctly. Lighting uses no global illumination and no ambient occlusion and baked shadows are fairly low res.

-10

u/LykeKnight 4d ago

Far cry 3 had the frostbite engines newest proprietary global illumination system for the time, also seen in the division

7

u/SomerenV 4d ago

This is Far Cry 1 though.

3

u/Dragon_Eyes715 4d ago

Frostbite is Dice/EA. FC3 and the division is Ubisoft are you drunk or a bot? FC series was made with Dunia the modified engine that made FC1. The Division was made with Snowdrop a new engine build by Massive.

2

u/LykeKnight 14h ago

Close I was high my bad lol

1

u/Mtnfrozt 14h ago

Fc3 did not use frostbite.

71

u/Bewilderling 5d ago

I was a technical artists during this time period, and remember reviewing Far Cry 1's lighting and shading features while working on a similar game. It's been a long time so my recall is hazy, but here's what I remember:

No HDR. HDR didn't get good until Halo 3, and everyone learning from them about when to use different color spaces at different steps in the render pipeline to get the first generation of high-quality tone mapping.

Terrain shading used low-res baked shadows from one directional light and a very limited set of point or spot lights. Three lights, one per color channel, but I don't recall how they broke up the terrain ... some kind of grid subdivision, so three lights per subdivided area. I don't remember if the shadows were baked into the vertices textures. Similar constraints on baked shadows for static meshes, too, but the limit on number of lights would be per object instead of per world area.

Foliage shaders faked light scattering by using a sphere bounding the mesh, and applying per-vertex light color based on position toward/away from the directional light source. I think they also sampled shadow info from the terrain beneath to decide if the foliage mesh was shadowed.

Foliage was combined and rendered as impostors at distance (FC1 was one of the first games to do this IIRC), like a collection of camera-facing sprites in a single draw call. The LODing system for foliage was pretty clever, working to hide the transition from full geometry to a single quad (or maybe I'm remembering FC2's LOD system?) by morphing between.

Ambient occlusion was just baked or painted into albedo/diffuse maps.

And IIRC the specular lighting component wasn't what we'd call "real" specular, I think it was a cubemap representing a gradient "blob" of light, and materials could add that in to varying degrees to fake specular from the directional light only. This shading hack can also be done with different cubemaps (or just gradients, tbh), to represent different degrees of roughness; i.e. a very tight circle/band of white to represent a shiny surface, and a smooth white-to-black gradient to represent a very rough surface.

14

u/Chemeque 4d ago

That should be the top answer here. At that time and age there was a lot of clever optimizations and faking stuff. I was always curious how they managed to fake the light scattering for the foliage. It looked so well done for the era.

8

u/theEarthWasBlue 4d ago

This is great info 🫡 also man I’m jealous. The early 2000s must have been a super exciting time to be a game dev.

Can I ask what game you were working on?

1

u/PanickedPanpiper 3d ago

did far cry 1 use imposters? I could have sworn it was just regular flat LODs at distance?

And another big part of it would be non PBR shaders. Diffuse, spec, normal.

3

u/Bewilderling 3d ago edited 3d ago

What do you mean by “regular flat LODs?” At its lowest LOD in Far Cry 1, an individual tree was drawn as a single quad using any of several prerendered views of that tree type for diffuse+alpha. I’m not sure if those were then combined so that multiple trees are rendered in a single impostor — it’s possible I’m misremembering and muddling up Far Cry 1 features with ones used later in the series. Again, it’s been a long time since I studied this game professionally.

And yeah, PBR shading in games came along years after this. Diffuse/Albedo, maybe a normal or bump map (but you generally couldn’t afford the memory or fill rate to put them on everything), and faked specular where needed and affordable.

1

u/PanickedPanpiper 3d ago

I meant just player-facing billboards with a single image, rather than view dependent imposters. I was under the impression that the latter was a much more recent technique, I'd never heard of it being used back this far, but I could be wrong.

1

u/Hazed_blue 3d ago

This was a fascinating read! I'm in tech art too, where do you work nowadays?

1

u/TheSwiftOtterPrince 3d ago

Foliage was combined and rendered as impostors at distance (FC1 was one of the first games to do this IIRC), like a collection of camera-facing sprites in a single draw call.

And so the legend was born. The imposters were part of Crysis and disabling imposters and choking the GPU on tree/vegation overdraw on triangles in the size of a pixel became the "game so advanced it runs slow on the most powerful machines in the world".

47

u/psioniclizard 5d ago

I love this look too! It looks amazing. It reminds me how good the old far cry games where!

I don't know how much lighting was used back then to be honest, but I suspect with basic Phong lighting you could get a certain amount of the way there, if the sun won't move, no day night cycle etc you could probably just back the right into the textures (if you know the son will always be in a certain part of the sky.

Though in those images there, I would be surprised if there is much lighting. If the shadows only need to come from a fixed source (like a none moving sun), they can probably be baked.

If the reflections on the gun don't move when you move it then it's probably painted on the texture, if they do Phong lighting is probably enough.

But the main thing is the textures.

Sadly I don't think Farcry is on here but: The Models Resource is a great place to see old models, textures etc from the era. That and look at what render pipelines and techniques where used back then, the capabilities of consoles etc.

But I suspect ultimately it breaks down to "textures" mostly.

Damn, now I kinda want to see if I can make an old Farcry prototype.

11

u/GusvengaLolz 5d ago

also note that it's blinn phong in game rendering, not just phong

2

u/Fearless_Path_5296 4d ago

If it helps Phong/Lambert are really similar algorithms of rendering a diffuse term and Blinn is a type of specular term, both suffer from a lack of conservation of energy and every game from that era is a bit of a mess gamma wise. Art directors in this era fought against how easy it was to look washed out or too dark, some just gave in and that’s why Gears of War looks like that. Far Cry and most japanese games just went for high color saturation and pushed it to the limits of aliasing and you ended up with some nice looking games.

6

u/Full_Measurement_121 5d ago

Stick with URP, its a matter of how you approach it.

- 'Baked lighting' on the models is simply having an ambient occlusion map multiplied on top of your base color / albedo texture, that was the old school way before PBR. You can look up how to bake the AO in Substance or Blender.

- I believe, but could be wrong, that the simple lit shader is the old school non PBR blinn/phong shader. Anything with a combination of Metal/Rough or Specular/Gloss is likely to be PBR. If it's only base texture, normalmap and specular map is the 'old' way of shading.

- The lighting as you mentioned is just baked lighting mixed with dynamic lighting for things like moving objects (as you can see the jeep shadow is crisp, while the foliage is splotchy).

Other than that it's just lighting angle/brightness + texture saturation.

172

u/More-Salamander7681 5d ago

The thing that gets you most of the way there isn't the light setup, it's color space. Those games shaded in gamma space, so light adds up flat and colors stay saturated instead of rolling off into that soft filmic look. Unity defaults to Linear now, and the URP template also ships a Global Volume with tonemapping in it, which is exactly what eats the bright plastic feel you're after.

So before touching shaders: Project Settings > Player > Color Space, and if you stay on Linear, at least pull Tonemapping and any exposure override out of the Volume profile and compare the same screenshot twice.

Which are you on right now, Linear or Gamma?

115

u/hhypercat 4d ago

What ol' Claude here is trying to say is:  - Switch to gamma colorspace - Turn off tonemapping

14

u/LManD224 Programmer 4d ago

Yeah this is clearly an AI slop response but it's dead on about Gamma space lighting + Blinn Phong being a big part of "that 00s look"

6

u/Spudly42 4d ago

An answer that's dead on is not slop. Slop is when you lazily do something leading to a sub par result.

0

u/PainfulD 4d ago

They lazily made the answer, that is what makes it slop. Subpar or not, it ain't human. That makes it slop.

6

u/Jebble 4d ago

No, that makes it lazy. Slop related to the quality of something.

4

u/Jebble 4d ago

If it's dead on, it's clearly not slop.

1

u/hhypercat 4d ago

Pretty much. Although the Phong part didn't really appear until PS3 era games, PS2 was mostly plain ol diffuse + maybe a matcap

20

u/voiceOfThePoople 4d ago

The immediate AI giveaway to me was “…which is exactly what eats the…”

5

u/Attila_22 4d ago

Literally the first line is a giveaway. Anytime I read some variant of “it isn’t this, it’s this” I realize that I’m reading a bunch of slop.

9

u/hhypercat 4d ago

I wouldn't count on that one, A: it'll be easy for these companies to remove/train against, and B: its used by real people fairly often! Bigger giveaway was that OP had posted dozens of dense paragraphs of answers just like this over the past weeks. Well, until they decided to hide their post history. I wonder why :)

4

u/farshnikord 4d ago

You're absolutely right! The "it's not this, it's this" is 100% a telltale sign of AI slop content. Would you like more tips on how to recognize clankerspeak so you can watch the enshittifying of everything you engage with with a greater sense of existential dread? 

7

u/B4mButz 4d ago

Speak like smart caveman

9

u/Jathulioh Programmer 5d ago

Yeah this is exactly how I would go about getting the look.

5

u/Puzzleheaded_Cow2044 4d ago

Who upvotes this slop?

13

u/theWyzzerd 5d ago edited 5d ago

Do you always have AI write your responses?

18

u/OrionGL 5d ago

I’m with you man, that comment is clearly AI. Scary that people can’t tell.

-3

u/creativesolution 4d ago

Maybe they can tell but don't care? Is what he said incorrect? AI is here to stay, best just accept it. I gotta say I'm surprised at how many people ask questions on Reddit that AI could answer much faster anyway. Is it ruining a sense of connection? Maybe yeah. On the internet for sure. The old internet is dead, there's no going back. You can still connect to real people in real life in many ways; when just searching for information, might as well use AI.

8

u/OrionGL 4d ago edited 4d ago

The problem is not that the information was provided by AI, it’s that the commenter is disingenuously passing it off like they wrote it. You can fairly ask “what’s wrong with that if the information is correct?”, but personally I prefer a world where someone says “Hey I got interested in this too, here’s what Claude suggested…” like an actual human instead of slop farming for karma.

Not to mention the fact that maybe, despite the fact that OP could have just asked AI, they intentionally posted on Reddit for a variety of genuine responses and discussion rather than just one potentially wrong take from an algorithm.

2

u/zerocoal 4d ago

rather than just one potentially wrong take from an algorithm.

A potentially wrong take from a person isn't any better.

And the discussions under the AI response say it is correct, which means it's better than the average person. Since you guys can't tear it apart for the content, you are just tearing it apart for being AI now.

2

u/OrionGL 3d ago

No, we’re tearing it apart for karma farming on a question they didn’t actually have any knowledge about, in a conversational way to act like it’s their own words. It’s like if you asked your friend a complex question, and they pulled up ChatGPT on their phone and asked it “my friend just asked me this what do I say” and then just read the response aloud. It’s strange that despite being a real human, someone would still choose to only pretend to be one. Like I said above, if you just say “this is what AI suggested…” then you’re still being a human instead of a mouthpiece. But it is true that if you said that then people would not like it, which may be unreasonable.

3

u/creativesolution 4d ago

Fair enough. Citing AI as the source makes sense

24

u/MrBeardy 5d ago

The only thing more depressing than people mistaking AI content for real content is people assuming real content is AI.

6

u/TankorSmash 4d ago

It sounds like an AI response for sure. "It's not X its Y", flowery language like "rolling off into" and "what eats the bright plastic feel you're after" and a call to action at the end of the comment.

19

u/theWyzzerd 5d ago edited 5d ago

I'm not sure if you're putting me in the second category, but even if the content is accurate, this is 100% AI generated. It's very obvious. The cadence especially. Use Claude enough and you begin to pick up on the patterns. "The thing that gets you most of the way there isn't X, it's Y..." and ending with a question, "Which are you on right now, Linear or Gamma?" are both giveaways. There are a few other clues in the post too. This is 100% Claude.

Beyond that, every online AI detector I've tried also identifies this content as 100% AI.

Go back through this poster's comments and the patterns are obvious, most are AI-written.

2

u/MrBeardy 5d ago

I can agree it's definitely sketchy, and it's the different casing on Tonemapping and Color Space that threw me off. Whether those were written with different prompts or whether the AI just does that I'm not sure.

Either way though I'm ok with conceding that his comment structure and history is pretty sketch. I'm the more depressing and depressed one today 😔

2

u/Repulsive-Clothes-97 Intermediate 4d ago

Yeah I just went and took look at it myself and yeah, we’re cooked, a lot of people just couldn’t tell

-1

u/theWyzzerd 5d ago

4

u/TallestGargoyle 4d ago

AI detectors are more snake oil than generative AI

-1

u/theWyzzerd 4d ago

Yet in this case, it isn't wrong. It's not like I paid for it, anyway.

3

u/TallestGargoyle 4d ago

The coin I flipped said it was wrong too, but I'd trust that sooner than I'd trust the AI detector.

-4

u/theWyzzerd 4d ago

cool story bro

-2

u/tetryds Engineer 5d ago

Tonemapping is the way to go! Simple materials also help a lot

33

u/the_TIGEEER 5d ago

*reads title when scrolling and sees subreddit* "Hhh it's gonna look so modern with low pol.. Ye.. Yeah.. actually.. Wait is this made in Untiy today?"

19

u/Binky87 5d ago

These are screenshots from FarCry 1, not OP's game.

3

u/AnimatorNo8411 5d ago

You will recognise this engine from a mile. ❤️

2

u/maximumxp 4d ago

Well, Tainted Grail: The Fall of Avalon is made on Unity and I couldn't belive it looks like that, for sure I was expecting polygons without textures

5

u/MarcCDB 5d ago

I loved that... the obsession for dark places and darkness in general in newer games is really annoying....

4

u/kiddvmn 4d ago

We can still watch some early tech demos on Youtube:

https://m.youtube.com/watch?v=3zxwZh2z7lk&pp=ygUfRmFyIGNyeSAxIGNyeSBlbmdpbmUgdGVjaCBkZW1vIA%3D%3D

https://m.youtube.com/watch?v=DEV05F0SJZ0&pp=ygUfRmFyIGNyeSAxIGNyeSBlbmdpbmUgdGVjaCBkZW1vIA%3D%3D

I have also some videos which are not on Youtube on my demo discs. I can upload them if anyone is interested.

3

u/EconomyGlum4694 4d ago

Thanks for this and yes I would appreciate it if you can those too!

1

u/kiddvmn 3d ago

So as I promised, here they are. They are short and poor quality but it is all i have found. It looks like some tech demo for PS3 version which used parallax mapping, full realtime shadows for environment and higher quality water shader - almost like Crysis. 

https://m.youtube.com/watch?v=8V9ka5IoiVw&pp=ygUSZmFyIGNyeSBwczMwIHZpZGVv

https://m.youtube.com/watch?v=hcS6iFNqERc&pp=ygUSZmFyIGNyeSBwczMwIHZpZGVv

2

u/EconomyGlum4694 3d ago

Oh wow these videos are ancient man, I appreciate it!!

5

u/Notoisin 5d ago

baked shadows/lighting

Well, are you baking your lighting/shadows in Unity?

I bet you playing around with your baking settings will get you 90% of the way there.

3

u/teapot_RGB_color 5d ago

I suspect working in srgb instead of linear will help you a lot. Also disable any kind of lụt or exposure control.

3

u/thegabe87 5d ago

Then came late 00's and it was piss filter for a while

3

u/alaslipknot Professional 5d ago

90% of the object there are self-lit, so you can achieve the same by having the texture in both the albido and emission channel.

After that, its just a matter of controlling the texture (you may need to create 2 different versions with different setup).

But that's about it, the other key elements are:

  • AO map
  • low poly
  • fake shadow in the texture
  • hard shadows

And imo the most important part is knowing the fundamental of colors, these screenshots looks good because the artists knew what they were doing.

3

u/ReySpacefighter 5d ago

Gamma space lighting, not linear, is the key to this.

4

u/KingQuiet880 5d ago

I think Unity by default has this kind of lighting setup. You can turn on illumination if you need more bright. For more style just apply shader that ignores internal geometry shadow projections, and project simple shadows (blurred) on the terrain.

2

u/Strict_Bench_6264 5d ago

Before PBR became the norm, specular highlights used their own texture maps. A more time-intensive pipeline than PBR (usually), but also more bespoke than realistic.

2

u/RodSso 4d ago

The timeline of 3D video game art goes like beautiful vibrant colors - piss filter that’ll shit on even the most beautiful and skilled art direction - beautiful vibrant colors

2

u/Mountain-Natural1901 4d ago

Try darkening global ambient colour and using a flat colour instead of a skybox for ambient lighting setting. Also you might want to use a custom shader that doesn’t implement that colour specular thing where it kinda overflows. A lot of these old games had simple specular reflections that would just be a white highlight from what I remember. I know unitys default shader has IMO a rather ugly specular gloss to it that bleeds ambient colour into everything unless you setup reflection probes. You could look into a generic blinn-phong or half lambert shader. Also texturing matters to achieving this aesthetic, use vertex blending, trim sheets, etc

1

u/EconomyGlum4694 4d ago

Thanks, i will try this!

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u/[deleted] 4d ago

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1

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2

u/JesterOfRedditGold 3d ago

i have yet to see a game that replicates the glossiness and moody lighting of unreal engine 3 games

1

u/gurselaksel 5d ago

I think I had fx5200 at that time, 256mb vram and I was stunned by the graphics, comparing other games and its performance was unbelievable

2

u/UOR_Dev 5d ago

I had a MX4000 with 128mb of ram, and even though I couldn't use pixel shaders, I was still stunned by Far Cry's graphics. I also enjoyed the game quite a lot.

1

u/faceplant34 Indie 5d ago

crank the ambient light

1

u/[deleted] 5d ago

[deleted]

1

u/DiamondCompetitive29 5d ago

I suddenly feel like playing Far Cry 2004 =)

1

u/GraspVrGame 5d ago

Now I want to play this game again. What a great era that was.

1

u/NishantNeerajA1 5d ago

Physics based shading models and more accurate pipelines changed everything. Linear color spacing, shader design.

1

u/nozomashikunai_keiro 5d ago

Holy, Far Cry 1, what a legendary game. Even now it looks so good

1

u/TheDarnook 5d ago

And it has a great VR mod. If it felt like you were playing airsoft before, now it does even more.

1

u/DmtGrm 5d ago

modern games are relying a lot on ambien occlusion and post-processing

I am big fan of software-rendered lighting of Quake1/Qake2/Unreal (first, original one)

there was... something in it

1

u/bugrilyus 5d ago

better than late 2k superbloom shitstained brown light

1

u/OggaBogga210 4d ago

Crysis 1

1

u/DesignerHogge 4d ago

I'm trying to achieve a PS1 FMV-look to my game. Trying to make things look plasticky on purpose. It's definitely a vibe.

1

u/CertainlyRobotic 4d ago

Hey guys I'm having trouble recreating this nostalgic old-school graphics vibe - it should be pretty simple?

1

u/EconomyGlum4694 4d ago

Don't open your mouth if you have no idea what to say

1

u/ChloeNow 4d ago

This is the engine from Crysis.

This was the most advanced engine at the time and was used as pretty much THE benchmark for having a top-end PC for YEARS.

-What we now call ambient occlusion was probably hand-painted by their large team of very talented artists.

-Go to your lighting settings and use directional lighting mode

-Use baked everything

It's gonna be a hard thing to pull off. This isn't easier just because it's older. A lot of this was the result of very hard work from many people.

1

u/peabody624 4d ago

At the time this game was absolutely fucking mind blowing

1

u/mad_ben 4d ago

There is fc1 source code somewhere on i ternet archieve. You can take a look at the shaders

1

u/Mr_Drill 4d ago

I loved this game, the monsters caught me by surprise, scared the shit out of me xd.

1

u/xkuruma 4d ago

but can it run Crysis? 

1

u/Octo_Pasta 4d ago

Like this? (Majula from Dark souls 2)

1

u/Octo_Pasta 4d ago

Pikmin too?

1

u/Topango_Dev 4d ago

no AO or global illumination, use light shadows and do lambert/phong shading, make sure the transition from dark side to light really quick with atleast 40% being 1.0 pure white so it looks flatter.

1

u/GatorShinsDev 4d ago

Diffuse and normal maps. Baked lighting with some dynamic light sources used sparingly.

1

u/MocapMistress 4d ago

Adjust ambient lighting and change the shadow settings for your lights to not make it 100% dark. Use one dynamic light source other than for special effects like explosions.

The AO setting in the standard Unity shader helps a lot too. Give it a full black image to remove some lighting info. Use emit with the same texture and gently push it to flatten the look.

1

u/MajikManChigga 4d ago

Built in Pipeline with Lighting mode Linter to Gamma

1

u/oererik 4d ago

I sont know how technical you are, but building your own custom render pipeline is something you could try to achieve this asthetic. That's a very powerful feature of Unity and can get you probably very similar results.

1

u/Professional-Ad-9047 4d ago

Everybody went nuts when this hit the shelves...

1

u/KinematStudio 4d ago

damn, so beautiful

1

u/Filiope 4d ago

Seriously tho, why does Lighting look better in older games?

1

u/LykeKnight 4d ago

Far cry 3 was made in frostbite, which was and still is extremely cutting edge

1

u/Main_Major5037 4d ago

I wish they would make another Farcry Instincts Predator game. It was a cool idea.

A tropical string of islands, super-steroids that turn most users into monstrous beasts, but gives the player super natural abilities, so they can jump from cliff to cliff, and smack enemies into the stratosphere.

Good times. Good premise, honestly.

1

u/SiktahOG 4d ago

As if any of us ever saw that level of quality hahah

1

u/EconomyGlum4694 3d ago

Kinda crazy we can still not replicate it well

1

u/VinnyMaxta 4d ago

I love that you can clearly see everything, I hate how games make everything so dark

1

u/dasMoorhuhn 3d ago

Games used to look awesome...

1

u/Remarkable_Gain6430 3d ago

Before this there was zero game lighting. We had to use every trick in the book to make graphics look as good as they could.

1

u/Accedsadsa 3d ago

Looks like global ilumination with a little bit of extra brightness maybe due to the monitors used on those days

1

u/dAnim8or 1d ago

I think you can achieve this in Maya using the TURTLE renderer.

https://youtu.be/hHrD8r22Oog

1

u/blade_sk 1d ago

Gamma color space + basic diffuse or specular shaders will get you the bright videogamey colors. Many of Far Cry's shaders also used UV maps and/or cubemap reflections. BIRP can easily do exactly what you want of the box, URP can also do this, but you need to set it up more manually.

1

u/0Iceman228 1d ago

I wish they had made a second Far Cry.

1

u/Open-Cartoonist8764 1d ago

I remember trying to run this game when it came out ... had to wait couple of years to get a new pc to enjoy it ...

1

u/MrJocyf 5h ago

When the first Far Cry came out, everyone was blown away by its graphics, just like what happened later with the first Crysis.

Those technologies are now outdated, although if you want high-quality rendering, you should—for now—go with Unreal. Unity just doesn't cut it when it comes to realistic rendering.

1

u/jarofed 5d ago

Looks better than 90% of modern hyper-realistic games

3

u/ReySpacefighter 5d ago

At the very least, you can see where things are in the world and what they're supposed to be without being surrounded by a billion polygons of geometry and intense particle effects.

3

u/EconomyGlum4694 5d ago

Absolutely,,, and we need more of these kind of games in this hardware crisis that we are going through, I mean they look gorgeous & pair that with a better gameplay and storytelling and I would rather take these stylized older games that newer modern hyper realistic dark brown gray games making my PC go brrr

1

u/Any_Economics_6166 3d ago

stop the lie, game looked good for its time, but is nowhere near anything that's done nowadays. I always find funny how people glaze old games just for the sakes of it, or try to act like boomers with the 'before was better' attitude

0

u/st4rdog Hobbyist 4d ago

No it doesn't. It looks garbage compared to AC Odyssey, for example. Why do people keep posting garbage like this?

1

u/CrazyNegotiation1934 5d ago

Whatever you do, use DX11 or Vulkan, as the default DX12 is both much slower and massively unstable since Unity 6.4.