Not trying to nitpick, but I've been getting similar results to your posterization setup by simply plugging any RGB results into a Map Range vector node. All you need to do is set the Interpolation Type to "Stepped Linear," and then just set the numbers of steps as high/low as you need. Loved the tip with using a Voronoi texture for pixellating UV data though, I can already tell I'm going to get use out of that!
At 3:00, the Vector Math node also has a Snap operation, which works on colors. So splitting and recombining the color to use multiple Math nodes isn't really necessary.
6:20 instead of an add node you can use a reroute, and instead of adding the node manually you can bundle multiple links into one reroute with shift + drag RMB through the wires you want to bundle.
This is why I spend so much time watching tutorials, even if it's for things I ostensibly already know how to do. Watching other people's work flows keeps showing me little functions and tools I never would have known to even look for.
Thanks a lot! I’ve been wanting to make retro style stuff for a while but all the characters I really like are always ultra hd with the textures, but the high poly problem is fixed in two easy ways, either delete every subdivision surface or if it doesn’t have any decimate it, but I would have to remake every texture if it weren’t for this video! Thanks a lot
Not trying to nitpick, but I've been getting similar results to your posterization setup by simply plugging any RGB results into a Map Range vector node. All you need to do is set the Interpolation Type to "Stepped Linear," and then just set the numbers of steps as high/low as you need. Loved the tip with using a Voronoi texture for pixellating UV data though, I can already tell I'm going to get use out of that!
At 3:00, the Vector Math node also has a Snap operation, which works on colors.
So splitting and recombining the color to use multiple Math nodes isn't really necessary.
Also, in "Part 1" you should switch image texture interpolation from Linear to Closest, to remove borders between pixels
6:20 instead of an add node you can use a reroute, and instead of adding the node manually you can bundle multiple links into one reroute with shift + drag RMB through the wires you want to bundle.
Instead of using Decimate, I recommend to use Multiresolution and click unsubdivide. It preserves UV map.
Today I learned that you can "mute" shader nodes...
This is why I spend so much time watching tutorials, even if it's for things I ostensibly already know how to do. Watching other people's work flows keeps showing me little functions and tools I never would have known to even look for.
@@therealmattbixler💯💯💯
And if you hold alt when you drag a node, it disconnects :)
I learnt there's a separate colour node?!?! I have been using xyx
@@gabsydoesstuff I haven't been able to figure out the difference between the two! They seem completely identical in every functional way.
solid tuts as always! when will feather tutorial come? 🤩
Great content as usual! Very helpful! 👏👏👏
Thanks a lot! I’ve been wanting to make retro style stuff for a while but all the characters I really like are always ultra hd with the textures, but the high poly problem is fixed in two easy ways, either delete every subdivision surface or if it doesn’t have any decimate it, but I would have to remake every texture if it weren’t for this video! Thanks a lot
Then I watched the rest of the video and got a free retopoligizer
is amazing, thank you so much for sharing, I will try it as soon as I can
This is enormously convenient!!!
Muchas gracias ❤
Wow
What is your computer configuration?
Did the video end abruptly?