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564588 No.564588 [Reply] [Original]

Anyone know a way to make 3D animated models into a fluid pixel render? Saw this game today and thaught it would be cool if you could use 3D to make it.

>> No.564589

it would be cool, but why use it?

>> No.564590

>>564588

https://www.youtube.com/watch?v=EwkB8W0LoM8

>> No.564591

>>564588
Paint shader + really small render canvas? Only way I could think of doing it, although I have been thinking of doing it

>> No.564601

>>564590
This is a really good video, just wish the guy didn't include the modeling.

>> No.564603

the dead cells devs made a post about this.

forums.tigsource.com/index.php?topic=59381.40

>> No.564620
File: 2.79 MB, 508x386, pixart_10.gif [View same] [iqdb] [saucenao] [google]
564620

>>564590
this just seems like a tedious method for making ugly sprites. the only way this makes sense is if it's done in real time in the actual game engine, so you can couple the pixelart aesthetic with the advantages of realtime 3d like camera movement, skeletal animation with blending, modular character models and other stuff that's done dynamically and cannot reasonably be encoded in a premade sprite sheet.

pic related, it's realtime shaders and postprocessing. this shows it off better but it's over the filesize limit:

http://www.hedfiles.net/PixelShader/pixart_50.gif

>> No.564621

>>564620
or even better, just look at the webgl realtime demo

http://www.hedfiles.net/PixelShader/

>> No.564631

>>564590
this was really interestign to watch

i dont use max much but i would love to see more videos that go indepth on materials, most tutorials for max focus on modelling.

>> No.564737

>>564621
can I get this somewhere?

>> No.564739

>>564737
the guy's twitter is @howieeday. i don't think he ever released it. i wonder if you could rip his shader code from the webgl demo, but unity probably obfuscates it somehow.

>> No.564833
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564833

Ghost Trick on the DS does this.

And it's fucking superb

>> No.564946

>>564601
that would defeat the purpose of a arrimus video

>> No.564959
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564959

Yeah, but its a pain in the ass to setup, I'm using it for a game im devving, after I finish the game, I'll probably remake it into a proper application, cause currently, it sucks ass and I think it can't use more than 5 colors, which sucks too, I really love nice gradients.

>> No.564960

>>564959
Note, I meant 5 shades, not colors, it can use as many as colors as you want.

>> No.564961

>>564960
Actually just fiddled with it, it can make as many shades as you want, but somehow it doesn't look like it's supposed to.

>> No.565027

>>564588
It's just a matter of using a low framerate and non interpolated forward kinematics animation (pose to pose) and possibly render to 'sprite sheets' to hand tweak in a 2D editor to loose the CG feel.
Downside is you must be a pretty accomplished animator to pull it off well.

Saints Row 4 have a noteworthy segment where they use actual 3D models animated into fixed lit freeze poses at a low resolution to mimic a oldschool beat-em up game.
https://www.youtube.com/watch?v=uXUyfxs5hrk That is one of the best examples of 3D to 2D looking retro animation I've seen.

This example of a sprite sheet from streetfighter II gives an idea of what to animate and how few frames is needed. https://www.spriters-resource.com/resources/sheets/6/5557.gif

>> No.565439

>>565027
to add to your post

if animation is giving you trouble or if you are going to be animated with some frequency

you need to get the animators survival guide

should help a lot

>> No.565814 [DELETED] 
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565814

>>564833

THERE'S NOT MUCH THAT TRIGGERS ME MORE THAN INCONSISTENT PIXEL SIZES IN FAKE PIXEL ART

>> No.566002

>>565027
Also another good talk on effective animation: https://www.youtube.com/watch?v=Mw0h9WmBlsw