I have seen other tutorials on this and you're the only one that helped me finally achieve the look I desired! Though I'm trying to learn pixel art by free hand, it's nice to make great sceneries with the help of blender. Also your way makes the model Aseprite ready. Subscriber earned! Well done!
I'm just starting Blender just for experimenting with this effect and thought "yeah, easy short video" I had to put it to 0.25 speed and still had to pause because you're so fast :DD Very nice video and good effect!
Thanks, yes I tried to to quick tutorials because I found that 99% of all tutorials in UA-cam are way too slow, so I wanted to offer a contrast. Sometimes I overdid it and it was a bit too fast :D
this is similar to a method I was using to limit models to the CGA color pallete, but not fleshed out enough to really be fully usable; would you be able to make a more elaborate version of this that restricts the color pallete of an object using color ramps but limits it to 256 colors? I've been able to do something like it in compositor, but as a material, I've yet to find any solution that does that
Do you mean the early 4-Color palette? I made another tutorial about dithering, which is kind of a sequel to this video. That would be helpful too when it comes to display old graphics.
@@PointCloud thank ya lots man, this is exactly what i was looking for. And other tutorials just go like 20 mins explaining other things. When you got straight to the point.
Well you can just render it without the "Shader to RGB" and the "Colorramp". Then you would just render the Principled BSDF node, if you meant that with "original model".
Hm, that could have more reasons. Do you have something in the Compositor, which changes the final image? Or do you have in the Render Preview in the top right hand corner, if you open the little arrow on the right of it, "Scene Light" and "Scene World" checked?
Well, you export it in low resolution with the hard edges. Then you have to upscale it without pixel smoothing/interpolation. Davinci Resolve, Photoshop, Premiere.. whatever you want to use.
Unfortunately you cannot export material to other software in general (except for very simple plain color or something). So you would have to bake the material as an animated texture. By that it would not interact with the light of the new engine, so everything has to be built around that animated texture then.
This video is providing very good guidance. But is this possible in live viewport insted of render ? If yes then how ? And if no, I'm also figuring out how to make that possible direct in viewport, but no results yet.
hi, i found out that in the latest build of blender (the alpha/experimental release), they're working on having these "shader nodes" be real time instead of only in render. so good news is that it looks like the blender teams working on it, even if it may not be stable right now!!!
I open another window by dragging the top right corner to the left. Then I open the little menu on the top left side in that new window to change the window type, then I select the shader editor.
You can do it in Photoshop or in a video editing software. Just make sure, that the pixels don't get interpolated in the rescaling process. I did it in Davinci Resolve for this video, works fine.
@@PointCloud I find how to do it in Ps but can't find out how to do it in Ae. Maybe because i'm french and interpolated have different word but i don't find it. I Will search more. Thanks a lot for your reactivity.
@@PointCloud yes I read some other comments and figured it out in after effects, another quick question, I’m using line art to create a outline and it isn’t affected by the filter size, so it just comes out blurry. Any idea on how to make it follow the rest of the sense? Thanks :)
@@hugotyers3335 Ah okay. Well it has to be geometry for that. So you have to apply all modifiers and convert that intro a curve and then you have to create geometry around that with Geometry->Bevel for example (or with Geometry Nodes). Then it should be affected by the pixel Art too.
It should be very hard at the edges. Are you sure that it's not just the image viewer? The default Windows image viewer is crap, open it in something else to take a look.
late response, but I'm having an issue where the final render looks great as long as its inside blender (after hitting f12) but when i actually export it as a png, windows automatically makes the image file tiny and blurry no matter what i do. Any advice to fix that?
Well you have to create a 3D Model of the building and render it with a render Engine, Blender's Cycles for example to generate some PNGs to use for an image sequence as an animated building for example.
How did you export the animation of the first seconds of the video ? Mines keeps being blurry, probably an encoding issue, I'm exporting in MPEG4 H264 btw.
You do know that this is the exact technique that Rareware used to make the sprites for Donkey Kong Country right? Doing that by hand would have been a giant pain the ass.
I have seen other tutorials on this and you're the only one that helped me finally achieve the look I desired! Though I'm trying to learn pixel art by free hand, it's nice to make great sceneries with the help of blender. Also your way makes the model Aseprite ready. Subscriber earned! Well done!
Thank you very much!
Good luck and fun with your pixel projects.
Super helpful and incredibly well presented, very efficient and concise. Outstanding work my friend!
Thank you very much.
You might have saved me hundreds of hours, thank you so much!
That's what I'm here for 😁
Quick and to-the-point, thank you!
Wow i was not expecting that to be so easy and for it to work first try! Thanks :D
Happy that it works so well for you!
Simple and Effective, nice. thank you
Its exactly what I was lookin for. Thanks a lot!
useful vid, i will share to ppl who want to learn
Thank you, very appreciated.
this is so cool! thanks! I'm gunna sub for sure
I'm just starting Blender just for experimenting with this effect and thought "yeah, easy short video"
I had to put it to 0.25 speed and still had to pause because you're so fast :DD
Very nice video and good effect!
Thanks, yes I tried to to quick tutorials because I found that 99% of all tutorials in UA-cam are way too slow, so I wanted to offer a contrast.
Sometimes I overdid it and it was a bit too fast :D
this is similar to a method I was using to limit models to the CGA color pallete, but not fleshed out enough to really be fully usable; would you be able to make a more elaborate version of this that restricts the color pallete of an object using color ramps but limits it to 256 colors? I've been able to do something like it in compositor, but as a material, I've yet to find any solution that does that
Do you mean the early 4-Color palette?
I made another tutorial about dithering, which is kind of a sequel to this video. That would be helpful too when it comes to display old graphics.
you earned a sub bro thanks
Thank you
Love you so much bro ...
Thanks for the helpful guide👍🏻
Sorry kind of a noob question, but how would you add color to the finished product? thanks
What do you mean with "add color"?
You can change the base color in the Principled BSDF node.
yes! thank you
excellent, but what if I want my resolution to be 2k and keep that pixel look? is it possible or just enlarging the images and breakind it?
You can upscale the image/Video wirhout Pixel Interpolation. Then it stays with sharp edges.
Thank you sooo much ♥️
Damn thats cool!
Thank you so much
Great tutorial! Thanks
Very kind.
Thank you for the tutorial ^^
How can you upscale the resulting image/animation ?
With an image or video editing Software. Davinci Resolve, Photoshop or similar Programm.
subbed thanks a lot
The quality is too low for the animation, how can I fix this?
What do you mean with quality?
Do blender assets carry over to unreal engine
Do you mean this shader?
i dunno, somehow, yours still looks nicer... Edit: Ah i didn't put a sub div modifier. So the end result was looking too crunchy.
Okay, nice.
@@PointCloud thank ya lots man, this is exactly what i was looking for. And other tutorials just go like 20 mins explaining other things. When you got straight to the point.
thanks, earned a sub
Thank you very much.
Thank you
My render is in very low quality, how can i change it?? thanks!
Can you describe that low quality?
@@PointCloud Yes, when I render the image it is saved in a very small size and to see it larger the quality is lost. The pixels are blurred.
It might be your Image viewing Software which displays it like that.
Import the Image to Paint or another Software to look at it.
@@PointCloudyes i do it but have low quality, i think that is the way that im rendering.
@@markklimtcasado6434 Hm, if you put the Filter Size to 0.01 and the Samples to 1, the edges become very hard, you can check if you did that.
how can you do it with the original model colors? not just 2 or 3 tone?
Well you can just render it without the "Shader to RGB" and the "Colorramp".
Then you would just render the Principled BSDF node, if you meant that with "original model".
@@PointCloud thank you!
What's the best way to do this when rendering a video? Whenever I render it as a video is appears all compressed. Thank you!
Render it as PNGs and then in a proper Video editing Software you can disable the Pixel Interpolation, thats how I did it.
I used Davinci Resolve.
@@PointCloudThanks!
Please help. When I render my model, it only shows up as one color but in the viewport it looks fine. How do I fix this?
Hm, that could have more reasons.
Do you have something in the Compositor, which changes the final image?
Or do you have in the Render Preview in the top right hand corner, if you open the little arrow on the right of it, "Scene Light" and "Scene World" checked?
Welp. There it is folks!!
how do i export the pixel art in high res?
Well, you export it in low resolution with the hard edges.
Then you have to upscale it without pixel smoothing/interpolation.
Davinci Resolve, Photoshop, Premiere.. whatever you want to use.
Can this be ported over to a game engine?
Unfortunately you cannot export material to other software in general (except for very simple plain color or something). So you would have to bake the material as an animated texture. By that it would not interact with the light of the new engine, so everything has to be built around that animated texture then.
please answer me, put the resolution at 15%. if the rendering result is enlarged it will be blurry, how to enlarge it but it remains sharp, ty
You have to enlarge it without Pixel Interpolation.
Windows image preview displays it blurry.
@@PointCloud ty
tried but don't know how to turn it off. now everything is pixely, even if i dont want it like that. please help!
Hi, set the Pixel filter back to 1.5 and increase the resolution. Then it should be back how it was.
that s a great video. :)
Could you move between the menus any more quickly? Literally doesn't even show what you're clicking on.
Sorry, it might be a bit too fast indeed.
is it possible to bake thisi nto a texture with cycles and keepin all of these ?
Baking a pixel Art Texture? In which resolution then?
Any way to preserve the colors? This seems to always be black & white
Geometry Nodes using Attributes:
ua-cam.com/video/jUvq8rj5rEQ/v-deo.html
any way to make dithering?
Sure, I could to that in my next video.
It took a bit longer, but here is the Pixel Art video with dithering shadows:
ua-cam.com/video/sHwd_TU47dg/v-deo.html
This video is providing very good guidance. But is this possible in live viewport insted of render ? If yes then how ? And if no, I'm also figuring out how to make that possible direct in viewport, but no results yet.
Unfortunately not, this method requires EEVEE.
You can only change the viewport resolution in cycles as far as i know.
hi, i found out that in the latest build of blender (the alpha/experimental release), they're working on having these "shader nodes" be real time instead of only in render. so good news is that it looks like the blender teams working on it, even if it may not be stable right now!!!
Looking forward to it!
when you say "open the shader editor" at about :17, what do you click on to do that?
I open another window by dragging the top right corner to the left.
Then I open the little menu on the top left side in that new window to change the window type, then I select the shader editor.
Very useful tuto but my render is very small how to upscale the render and have a 1920x1080 without losing quality. Just subscrib incredible work !
You can do it in Photoshop or in a video editing software. Just make sure, that the pixels don't get interpolated in the rescaling process. I did it in Davinci Resolve for this video, works fine.
@@PointCloud I find how to do it in Ps but can't find out how to do it in Ae. Maybe because i'm french and interpolated have different word but i don't find it. I Will search more. Thanks a lot for your reactivity.
Its something like "nearest full Pixel", so no smoothing.
@@PointCloud ok thanks !
I'm having this problem too. Is there any way to achieve the same effect in the blender image editor
When I go to save the image it goes very blurry, even tho it dose look like it in the rendered window? Any idea
Are you sure it is blurry, and not just interpolated Pixels in the viewer?
@@PointCloud yes I read some other comments and figured it out in after effects, another quick question, I’m using line art to create a outline and it isn’t affected by the filter size, so it just comes out blurry. Any idea on how to make it follow the rest of the sense? Thanks :)
What are you using for that line?
Inside of Blender?
@@PointCloud yes inside of blender, I’m using Grease pencil > Stroke, with the modifier “Line Art”
@@hugotyers3335 Ah okay. Well it has to be geometry for that. So you have to apply all modifiers and convert that intro a curve and then you have to create geometry around that with Geometry->Bevel for example (or with Geometry Nodes).
Then it should be affected by the pixel Art too.
When I render, the picture gets small and blurry, its pixelated but really low quality. Am I doing something wrong?
It should be very hard at the edges. Are you sure that it's not just the image viewer?
The default Windows image viewer is crap, open it in something else to take a look.
@@PointCloud It looks perfect when I preview the render in Blender, but in any other program its super blurry. Guess I'll keep trying haha.
late response, but I'm having an issue where the final render looks great as long as its inside blender (after hitting f12) but when i actually export it as a png, windows automatically makes the image file tiny and blurry no matter what i do. Any advice to fix that?
Its only the ugly Windows image Display. The image itself is fine.
Open it in Photoshop or other image Software, then you'll see.
@@PointCloud thank you
Which method is used for Industry Giant 2 graphics?
Looks like pre-rendered 2D assets
yes, 3d model to 2d. but how to replicate?
Well you have to create a 3D Model of the building and render it with a render Engine, Blender's Cycles for example to generate some PNGs to use for an image sequence as an animated building for example.
@@PointCloud I have some 3d models, but I can't replicate "pixel art" looks different..
The buildings don't really like like pixel art to me. They are just low resolution sprites from an isometric perspektive.
How did you export the animation of the first seconds of the video ? Mines keeps being blurry, probably an encoding issue, I'm exporting in MPEG4 H264 btw.
PNG image sequence, you need the lossless export. Then I rendered it in Davinci Resolve without pixel interpolation during the upscaling.
@@PointCloud Thank you, I'm glad you still respond to comments 1 year after the upload of the video 🙏
Sure, why not :)
I try to keep a close relation to my viewers.
My image dithers the pixels so its not very stylized in its look.
Did you put the Colorramp on "Constant" as showed at 0:25 ?
Then it should be a hard border.
why do I don't find the shader to rgb node?!!!!!
Oh, I was on cycles
Yes, it's only in eevee
If you're not afraid of Geometry Nodes I have a more flexible tutorial online for that:
ua-cam.com/video/jUvq8rj5rEQ/v-deo.html
@@PointCloud ok, thanks
oh hey look we can make sprites with dis shxt!
This is how the blasphemous cinematics were made?
I don't know if they did it in Blender, but CGI Pixel Art is pretty common nowadays.
It's cool and all but as a pixel artist it feels like cheating. x)
Understandable, but what would the world be without the efficiency of new technology :D
And no one said that this has the same value as your craft ;)
I think it is still fine. Because someone has to make the model. It’s not cheating
You do know that this is the exact technique that Rareware used to make the sprites for Donkey Kong Country right? Doing that by hand would have been a giant pain the ass.
You said it yourself! It’s pixel *art*
Art is meant to change! If we did everything the same way the same time, nothing would get done!
What are you gonna do about it?
If your pixel art is as good as this 3d conversion - then you're replaceable.
Great tutorial, thanks a lot