BLENDER 4.2: If anyone else is losing their mind like I was trying to figure out why the final composite is coming out blurry, you need to replace the second scale node (the one coming off of the pixelate node) with a transform node and set the scale through that
I love your video/tutorial, but I have a suggestion, try changing the ColorRamp in your material from Linear to Constant to get it looking more crisp with the colors (also gives a toon/anime feel if not pixelated). (Also why does your game model pixel art look blurry?) Keep it up, your content is great! :D
How did you get it to keep its compositor look when you imported it to your game? When I import my blend or FBX to Unity, it reverts to the model shown in the 3D viewport.
Apparently something in a recent update causes that when using the scale node now. Instead of using 2 scale nodes, replace the second one (the one coming off of the pixelate node) with a transform node instead and set the scale in that and it should be fixed
This is a very nice and informative tutorial! 0:38 I would like to know why setting the resolution 640x640 will get me a 64x64 pixel image; wouldn't the rendered image to still be 640x640 in resolution? Please let me know if I have missed anything.
@@PlanetaryLuke I follow all the steps to 2:28 and try to save the rendered image from image->save as, the png's resolution is still 640x640. I can rescale it to 64x64 using other software (Piskel in my case) without losing any detail, but I would like to know if I can render the image to 64x64 pixel directly.
is it possible to combine this node with a difuse texture like at the final of your video where you create a can of windows 95? I meant... I need some kind of texture not flat style..thx
Yes! Since the effect is a post process effect done in Blender's compositor, you can use any kind of shaders/materials on your objects and achieve a good result.
I'm guessing this is caused by the posterize node. all you have to do is run the alpha output of your original image through copy and pasted scale and pixelate nodes and plug that into the alpha output and you should be good.
It may be easier to rotate just the model but depending on the complexity of your subject usually it's just easier to rotate the camera. If you really need your shadows to be static relative to camera view you can always parent your lights to the camera.
@@PlanetaryLuke If I might interject myself. If I were in your cloggers on this evening and some dude named Vincent walked his candyass onto my RUclips channel and commented on MY 4:06-long video disrespecting ME and telling you your craft was so bad, bro told you to spend your hard-earned money to hire someone better to do your own art, and he called you a comedian, which is crazy? I don't know about you but. if it was me? I would simply challenge him to a duel, and I would simply win with flying colors, indubitably. However, comma, it could be because I'm just a wee bit, you know, a little itty-bitty different with the way I operate. That's just me though.
You just confirmed that I can make sprites directly from Blender. That's gonna save so much time, thank you!
Pixelated Charly was the cherry on top, great vid!
BLENDER 4.2: If anyone else is losing their mind like I was trying to figure out why the final composite is coming out blurry, you need to replace the second scale node (the one coming off of the pixelate node) with a transform node and set the scale through that
I did what you suggested, but there’s a problem. It renders, but it doesn’t show up for some reason.
@@hat_green What doesn’t show up exactly? The pixelation effect or the whole scene?
lov u
Wow, thanks so much for this tutorial! I really like the solid way you explain everything, the steps are really clear from here!
thank you for your easy to follow tutorials!!!!
Why didn't youtube show me this VID first....... WHYYYYY
Bout to make a 3d game but i want it to look retro, thanks so much
this is really helpful, thanks!!!
Thank you for this, amazing!
Nice! If anyone here works in after effects, you can simply add the posterize and mosaic effects to get a pixelated look too. Super easy. :)
Commenting just so you get more algorithm love. These are seriously great!
I love your video/tutorial, but I have a suggestion, try changing the ColorRamp in your material from Linear to Constant to get it looking more crisp with the colors (also gives a toon/anime feel if not pixelated). (Also why does your game model pixel art look blurry?) Keep it up, your content is great! :D
This is so cool, thanks!
Your videos are so helpful, please keep making more
Crystal clear and very useful ! Thanks !
thank you, this video helped me a ton
legend
Cool technique!
Another diamond mine channel !!! thanks for share :D
That camera trick
Super good content bro ! keep up !
Thanks! Perfect
Brilliant.
Thanksn
THX BRO
I just looked on your channel in the hope of more Videos, but there are none 😭
Just finishing up my next video! It's got a lot of info so it's taking longer than expected. Appreciate the support tho ❤️
yeah fr where is this dude at!?!?!?!
Nice
Thank you for the information! Are these effects able to be exported as part of the model to a game engine like Godot?
Sir love your tutorials please make tutorials bout to 2d animation adobe animate tutorials
Kuss auf nuss, this mwas awsome, thank you!!!
wow, muito bom cara
sweet! Subscribed :)
More please
Also add posterize
How did you get it to keep its compositor look when you imported it to your game? When I import my blend or FBX to Unity, it reverts to the model shown in the 3D viewport.
Not possible. you would have to use a shader within unity.
export it as an image sequence instead of a 3d model (this is for 2d games)
evee won't render the image with the toon shading it only renders it flat
Is the posterize node gone, because I can't find it
Its there for me 🤷
same, I downloaded different versions of blender, no one have posterize
when i try to do this the pixels are there, but very blurry. someone please help!
Apparently something in a recent update causes that when using the scale node now. Instead of using 2 scale nodes, replace the second one (the one coming off of the pixelate node) with a transform node instead and set the scale in that and it should be fixed
This is a very nice and informative tutorial! 0:38 I would like to know why setting the resolution 640x640 will get me a 64x64 pixel image; wouldn't the rendered image to still be 640x640 in resolution? Please let me know if I have missed anything.
Because in the compositor we are dividing the images pixels by 10 so 640/10=64 as final image output
@@PlanetaryLuke I follow all the steps to 2:28 and try to save the rendered image from image->save as, the png's resolution is still 640x640. I can rescale it to 64x64 using other software (Piskel in my case) without losing any detail, but I would like to know if I can render the image to 64x64 pixel directly.
is it possible to combine this node with a difuse texture like at the final of your video where you create a can of windows 95? I meant... I need some kind of texture not flat style..thx
Yes! Since the effect is a post process effect done in Blender's compositor, you can use any kind of shaders/materials on your objects and achieve a good result.
awesome but my transparent background becomes black after compositing ! please help
I'm guessing this is caused by the posterize node. all you have to do is run the alpha output of your original image through copy and pasted scale and pixelate nodes and plug that into the alpha output and you should be good.
Rotating the camera instead of the model will mess up your shadows
It may be easier to rotate just the model but depending on the complexity of your subject usually it's just easier to rotate the camera. If you really need your shadows to be static relative to camera view you can always parent your lights to the camera.
So, uh, that aspect ratio, huh?
Jar Jar Binks at 0:53 :D
promosm ✋
pretty good video.
But if you are new / returning to blender you have to watch at 0.25x speed!
Slow down
dithering :((((((((((((((
I don't like the character you did, but I appreciate the learning component that you've shown
Back to square aspect ratio again 🤦💩💩💩💩
"Here's what you do...go watch one of my other videos." Hate it when people waste my time putting this in the middle of the video....
It must be some kind of joke. Those renders look terrible. Just hire a pixel artist, bro.
Ok Vincent
@@PlanetaryLuke If I might interject myself. If I were in your cloggers on this evening and some dude named Vincent walked his candyass onto my RUclips channel and commented on MY 4:06-long video disrespecting ME and telling you your craft was so bad, bro told you to spend your hard-earned money to hire someone better to do your own art, and he called you a comedian, which is crazy? I don't know about you but. if it was me? I would simply challenge him to a duel, and I would simply win with flying colors, indubitably. However, comma, it could be because I'm just a wee bit, you know, a little itty-bitty different with the way I operate. That's just me though.
@@boppasgottouched it wouldn't surprise me that someone with anime on their profile picture would do something like that. Or a least said they would.
@@vincentpresscod7531 Ok Vincent
We haven't forgotten about this Vincent
that's not pixel art
oh,I'll tag you on instagram when I do my street fighter-like animation
Nice