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Post vintage/retro-styled renders and animations.
Pre-rendered, game graphics, whatever you got.
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>>997798 (OP)
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>>997801
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>>997803
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>>997804
https://www.youtube.com/watch?v=h61QG4s0I3U [Embed]
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>>997805
https://www.youtube.com/watch?v=GaXuMC_GHEE [Embed]
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>>997871
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>>997872
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>>998295
Is this how you behave when you visit an art museum?
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>>997798 (OP)
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>>998295
Yup, retrofags in a nutshell
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Cool stuff!
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I wish people still had the sincerity and lack of self-awareness to make stuff like this
https://www.youtube.com/watch?v=7LRCynXVxSU [Embed]
https://www.youtube.com/watch?v=rBhbxVmolTE [Embed]
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>>998312
What is this homosexual shit?
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>>998753
He's Greek, you bigot!
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>>998760
I knew it, literal gay and shit
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>>998889
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>>998753
It's an an ancient practice called "pederasty"
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>>998995
>>998996
It’s cool that you like something, anon, but that doesn’t mean you need to hate on something else. The other guys arguing with you could learn the same.
I don’t know a lot about GoW; I assume it’s a cool series since a lot of people like it, and I’ve considered getting into the first game from 2005 since I like playing old games, but if you don’t want people insulting the thing you like, it would be a good idea not to provoke them.
I made this thread because it’s been a while since we’ve had a chill thread about oldschool graphics, what with the “how do I do 90s style graphics in blender” spammer and the other guy that would make 90s graphics threads just to argue with people (I assume they’re different people because of the nature of the posts), and I’ve avoided replying to you so far because I wanted this thread to be civil.
If you don’t like the thread, you can click on the arrow next to the reply counter in the catalog view and select “Hide”.
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>>999009
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>>997798 (OP)
I wish people still designed GUIs like this. Everything these days is so plain.
(from Fin Fin on Teo the Magic Planet)
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>>999013
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>>998732
Reject modernity, return to saar
https://www.youtube.com/watch?v=31n-4rEQtkI [Embed]
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>>997798 (OP)
The cover of SuSE Linux 8.1 from 2002
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sussy linux???? :0
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>>997798 (OP)
Remember what they took from you
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>>999010
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>>999006
God bless you anon, that's one of the most polite post i've seen on 4chan.
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>>999497
Thanks, I try to be nicer on boards like this. It’s one thing on boards like /v/, /b/, and whatever else, but creative boards like this one are more personal, especially when they’re small and slow. Some people treat these types of boards like the various shitposting boards they browse, I would imagine because they don’t post their work here, or don’t even have any work to post. Of course none of these posts are my own work, but it always helps to keep the vibe of the board friendly.
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>>1000376
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Gonna post some art by Gilles Tran. This is his website http://www.oyonale.com/accueil.php?lang=en it has art from 1993 to 2009
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The quality is not the best though, I don't know if there are higher resolution versions
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Ok it seems some images do have a high res version
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I like the look of a lot of these, I know it's the result of more "primitive" software, but it gives them a distinctive appearance. Some of them even look like they came from a dream or something.
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https://imgur.com/gallery/90s-cgi-aHzTx7V
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Made in Bryce by me. Some of the table items and the chair are downloaded from ShareCG otherwise it's all "in-house" Bryce.
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The cat statue is from ScanTheWorld, the pots are from Share CG, the rest is Bryce. The columns were fun to make. I was also experimenting more with different fill and background lights to make things more dynamic.
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This was my first "real" attempt at a mostly natural scene. Placed all the trees by hand, there are way more than it looks. I wanted to create a dense forest so it took a lot of layering/scaling/positioning trees to more thoroughly block out the sky with the canopy. The crow is from ShareCG otherwise all in Bryce.
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Made this one after playing the Riven remake if that's not obvious.
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>>1004577
Made a follow up to this one showing more of the area.
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>>1004581
looks like CGI from the 2000s
https://www.youtube.com/watch?v=uYoaQ4XGn88 [Embed]
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https://www.youtube.com/watch?v=Hgeg-frdaIw [Embed]
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>>1005615
Thank you.
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>>1005001

Kino. It's really nice anon
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posting some demo images from the marlin studios texture cds
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>>1005843
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>>1005870
And that's all I've got.
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I really hated 3D graphics back in the late 80s and early 90s. Compared to drawn animation it looked so off to me, cold and I was young enough to feel actually creeped out by it (in the bad way).

I do understand the appeal of it being used as distinctive style in the 2020s and I guess that creepiness is part of it.
To me it feels like brutalist architecture. It can be impressive to look at every no and then but I don't want to get confronted with it every single day.
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>>1005835
Cheers bro. Here's a new one.
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Finished up another one tonight.
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What if people made erotic artwork in the 90s cgi style?
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>>1007877
https://www.youtube.com/watch?v=lPwCrliGsj8 [Embed]
S0VL
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>>1007877
Look up Virtual Valerie 2, also that one scene from Lawnmower Man
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New triteness.
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>>997798 (OP)
this looks like some occult shit
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>>998679
Peak
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Is there a guide or method to rendering 3D characters in this kind of early CG style? I assume even in 2025 Blender its still possible, but I never really see art with this aesthetic anymore.
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>>1005870
Nice
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>>1005847
Would
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in the early 2000's i was working on the design of two films for the lego movie franchise.
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Idk if this counts. Not really retro-inspired, just wanted it clean and simple.
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>>1010919
Not retro at all but nice render
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>>1010140
Use blender render instead, you can get something similar
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https://youtu.be/eN0L6dfgH38?si=K8cRU9nSnETbNGkn [Embed]
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>>1010951
NTA but Do you mean Blender's pre-2.8 internal renderer? I've seen people talk about Phong shading a lot on forums but have yet to see a render that matches the look.

Alternatively every single POV-RAY render I've seen just looks "right" but I've heard its a pain to setup with Blender.
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RIP, The GOAT of 90s CGI got taken down. Apparently some guy has been going around abusing the copyright system and the original upload of Peshay Studio Set 1996 got hit. Fortunately, the guy who made the music back in the day reuploaded the video to his channel.
https://www.youtube.com/watch?v=xSXL8Z93AnE&t=1s [Embed]
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>>1011160
Very based of him (them?) to re-upload.
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I found absolute unfiltered ludokinosoul the other day https://www.pscave.com/fanart/ps3d/
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I found a website while browsing Neocities called the Blob Garden. It appears the website's creator is using mathematical formulas to create these blob-shaped things, and I'm assuming they build off of each other in some way since they're arranged in a tech tree sort of formation. Neocities has a lot of oldschool-looking websites that may interest some of you, though it doesn't seem that many of them are specifically related to retro 3d modeling.
https://blobgarden.neocities.org/
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may I suggest recreating this style?
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>>1014720
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>>1014721
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>>1014727
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>>1007877
Reboot may be of mild interest to you
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>>1005001
>>1004577
Nice, finally a bryce render that isn't just rudimentary shapes floating over a water plane
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>>1015793
While I can appreciate that kind of render I do like to take Bryce to new places.
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One of my favorite retro 3DCG cinematics.
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>>1015944
https://www.youtube.com/watch?v=c56_8oWSpOw [Embed]
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What should I do to get that old pre-rendered sprite feel for my own pre-rendered sprites? Something like Harvest Moon 64/ps1 for example.
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>>1016000
Pic rel
1.Find reference image for the item you want, and reference image of a similar sprite in the pre-rendered style you want.
2.Model the object with simple, exaggerated shapes (I think you could exaggerate the "ribs" here even more). Proportional editing is useful here to "sculpt" the object's shape. The onion is a default UV sphere. The onion here has a slight taper toward the top I added with proportional editing. The ribs are done by just selecting edges and scaling them about their median point. Just extruded the top faces slightly and scaled them for the nub. Catmul-Clark subdivision and smooth shading to smooth it all out. Add support loops to stop it from becoming a total blob.
3.Light the model in a way that strongly shows off the curvatures
4.Use VERY simple shaders. You have very limited resolution. Don't overdo the details in your shaders. Showing off texture through shape rather than something like procedural noise is important.
5.Render at something like 256x256
6.Scale in GIMP/PS/etc... to 32x32 (or lower) with no interpolation. This will give you a crisp, pixelated look.
7.Index colors. I suggest a palette of 16 colors, as most of these sprites from console games in the late 90s use 4bpp color. This is quite common on PSX .TIM files.
8.Play around with different dithering modes in when you index. This can add detail and visual interest to the object.
9.Clean up stray pixels. See next post for final results (although, you can probably tell I skipped step 9).

(Depending on how your graphics program does color indexing, consider doing 15 colors instead. In 4bpp, a color is often reserved for transparency).
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>>1016097
Results (mine are probably 2x resolution of the original, but you get the idea.) Keep in mind that this was done in ~20 minutes. I think the original sprite looks better, especially when the sprites are scaled to a very small size. But, if you take time to develop the style and refine your models, you can probably get something that looks nearly as good as the original. Nonetheless, it gives you an idea of how to go about it.

For a 16x16 sprite, you're probably going to have to do a lot more manual cleanup and editing of the sprite to make sure it doesn't turn into a mess after scaling it. You might even be just as well off hand drawing it.
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>>1016097
>>1016098
Thanks! I'm targeting something like 128x128 for characters and 64x64 for small objects so stray pixels aren't that much of a concern but aside from that it looks like useful stuff.

I'm kinda clueless when it comes to shaders. Is there an easy way to get that sort of smooth shading towards the rounded edges of an object like these HM64 sprites?
https://spritesarchive.pulseman.co.uk/Bokumono/Nintendo/64/HM64/HM64.php

I tried doing a fresnel and changing the color to black but I couldn't get it to quite look right.
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>>1016209
>I tried doing a fresnel and changing the color to black but I couldn't get it to quite look right.
Actually, I think you're on to something with the Fresnel approach. I played around a bit trying to make a character that looks similar to the cow. I'll post it tomorrow morning, or maybe tonight.
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>>1015925
wait a minute, that tunnel...
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>>1016209
>>1016214
Okay, here's what I came up with. My shading doesn't match the style of the original quite perfectly, but I think with a bit more time, you could refine it into something that's closer. But, I think this would be a good starting point.

Here's how it works. Look at the top half the shader editor panel. I'm plugging my Fresnel into a color ramp, with blending type "Constant." This creates steps in shading, kind of like what you see in the source material. You can adjust eh positions of the sliders, and value (brightness) to effect how dramatic each step. Adding more sliders = more shading steps. Plug that into the factor for a mix node. Put your base color(s) into input A. Run those base colors through a Hue/Sat/Val node, and adjust your value. The output of the HSV node will be the darkest possible color. When those get mixed, you end up with a shading effect similar to the pre-rendered originals.

I then grouped those nodes so that I can reuse them in other parts of the model without having to manually set them up every time. (Bottom half the shader window). What you could do then, is make that shader group, save it to a .blend file with nothing else in it, and every time you make a new .blend file for your models to be rendered into sprites, you could link to the shader in the other .blend file in order to maintain shading consistency across all of your characters.

The advantages are that the shader dead simple and works with EEVEE or Cyles. Running the shader in either engine is going to result in retardedly fast rendering. My render was done with EEVEE and it looks perfectly fine.

The disadvantages are these: because we're putting the colors directly to the output node, the model will be totally unaffected by any lighting whatsoever. You can essentially think about your camera as being the sole light source in the scene.
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>>1016216
Forgot the screenshot.
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>>1016217
And a comparison. My cow is approx 128x128. Keep in mind that characters and animals are not specialty. The eyes are just an image texture with a transparent background, shrink-wrapped the model. Very similar technique with the nostrils. This is unpalleted color. If I were to go for paletted, I would probably make the snoot and the horns the same color.

An additional disadvantage of this technique is that if you wanted to use these models in a nice, prerendered background or something like that for a title screen or loading screen, you would need to alter your shader for those shots, since again, they are totally unaffected by lighting. Not sure that's really a HUGE disadvantage, though. If you want to smooth out the shading a bit, you could add more steps to the color ramp, or change the blending mode. However, I find that having the hard steps gives better shading.

You might even consider adding or subtracting just a bit of hue in your HSV nodes. These will make your shadows feel warmer or colder, depending on what you're looking for. Most game engines will also allow you to achieve a similar effect with post processing, though. Just food for thought.

You could also try to run your Fresnel through a Math shader set to multiply. Set the other argument in the math node to something like 6.0, and that way you won't have to have all of your sliders grouped at the end like in my last screenie.
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>>997804
How was this game called?
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>>1016215
Good eye bro that's exactly what I based it on.
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>>1016220
dreamwild



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