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๐Ÿงต Untitled Thread

Anonymous No. 854527

How do you replicate the mid-late 90s prerendered graphics look?

Anonymous No. 854529

Be really shit on purpose and own it.
It's all psychology, put yourself in the brain space of a toddler. No more than three years old. Then try and project that absolute lack of understanding of anything onto your art.

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Anonymous No. 854532

>>854527

Anonymous No. 854537

>>854527
phong speculars and diffuse only materials.

Anonymous No. 854575

>>854527
You learn the fundamentals and apply them.

Anonymous No. 854618

>>854532
the lack of harsh highlights / specs is really soothing

Anonymous No. 855198

That game was depressing. Even at a young age

Anonymous No. 855231

>>854527
Nintendo used a CAD pipeline of quaternions in a xyz and instructions to compute. The algorithms where all hardware. Pi was actually rotated to draw a circle and integrated to make a sphere, the sphere got reduced to make a 4d object. Graphics was linear interpolation vectors on the xyz. The last quaternion letter where program instructions.

Anonymous No. 855232

>>854527
use all of blenders latest features.

Anonymous No. 855284

FUCK OFF ALREADY

Anonymous No. 855354

>>855231
I have no idea what you're saying but I am very interested in what you have to say.

Anonymous No. 855434

>>855354
i was about to say the same thing

Anonymous No. 856255

>>854527
scanline renderer

Anonymous No. 856281

>>854529
Those were made by pro artists unlike you

Anonymous No. 856331

>>856281
This

Anonymous No. 856429

>>855231
meds

Anonymous No. 856437

>>854527
Is it that time of the month already?
The answer is YOU don't.

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Anonymous No. 856547

>>854527
The Japanese had their own peculiar cg look in the 90s, and a least one of those tricks was to fuck around with the ambient colors in the materials.

Anonymous No. 856583

>>856547
You usually had to do that with per surface fill lights in Alias and SI