๐งต Untitled Thread
Anonymous at Sat, 9 Nov 2024 01:44:10 UTC No. 1001106
The only way to truly create retro CGI is by using period accurate hardware and software, anything else is forced soul from coping zoomers.
Anonymous at Sat, 9 Nov 2024 06:20:15 UTC No. 1001134
>>1001106
The trick is to stop care about calling your lowpoly pixelart retro.
Anonymous at Mon, 11 Nov 2024 05:29:40 UTC No. 1001373
>>1001106
tranny coded thread.
you should retransition, nick.
Anonymous at Thu, 5 Dec 2024 05:13:39 UTC No. 1002903
>>1001106
You say it like any of your forced "le retro" tranny animations are appealing at all.
Your music is shit too, by the way.
Anonymous at Thu, 5 Dec 2024 09:27:54 UTC No. 1002907
>>1001106
The character doesn't look right for the era you are trying to emulate.
You are missing a bit part of the retro CGI
Art.
Hardware+software+ style of the era
Without the accurate stylistic chooses from the era just looks like a shitty render and it's forced soul from coping zoomers
Anonymous at Thu, 5 Dec 2024 13:52:10 UTC No. 1002921
>>1002903
money is already loaded, and the textures too
Anonymous at Sun, 8 Dec 2024 17:05:54 UTC No. 1003105
I'm a tourist on this board so I don't know why they're insulting you but I agree, I see people trying to replicate it in modern software but there's always something off. But I wouldn't have the will to use old software, it must be a lot of work and there must be no tutorial to help you
Anonymous at Tue, 10 Dec 2024 02:12:10 UTC No. 1003189
>>1001106
As an ASM programmer I support this autism. The creativity of these works were defined by the limitations of their creators. Older systems used to have a massive effect on your creative output through their limits. I suggest even if your working on modern hardware, put creative limits in place and stick to them. Modeling has fallen into the slump of "hyper realistic graphics" because of the lack of hard limitations. Challenges like 256FES not only strengthen your work as a modeler, but promote creative problem solving that would have otherwise never occurred. I'd disagree with >>1001134, if you stop caring about the limits, your end result tends to stretch on and on.
>>1003105 is right, the main reason for the hate is that talentless retards can't follow a tutorial on how to exactly do what your looking for.
>inbf ok boomer
https://19100.neocities.org/guides/
https://www.youtube.com/watch?v=YEd
Anonymous at Wed, 11 Dec 2024 15:03:45 UTC No. 1003263
>>1001106
kinda same as using actual VHS tapes instead of a VHS filter
tho with 3d i would say you don't need old hardware, probably just old software in a VM or something similar should be enough
Anonymous at Sat, 14 Dec 2024 02:48:27 UTC No. 1003374
>>1003189
Povray seems very boring to use, if I were to try it I would probably get an old version of 3d studio max or something
Anonymous at Tue, 17 Dec 2024 03:27:50 UTC No. 1003575
why not just emulate an amiga running lightwave 3d
and then use all your spare processing power to emulate a thousand more amigas to be your renderfarm
Anonymous at Mon, 20 Jan 2025 20:10:57 UTC No. 1005833
>>1003374
haven't seen anything that gives the odd look 90s cgi had in the same way povray does
Anonymous at Mon, 10 Feb 2025 07:45:21 UTC No. 1007208
>>1003105
>I don't know why they're insulting you
https://archive.org/details/pinkpil