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File: pilotwings64.jpg (225 KB, 800x1107)
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How do you replicate the mid-late 90s prerendered graphics look?
>>
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.
>>
File: namco3d.jpg (185 KB, 1060x733)
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>>854527
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>>854527
phong speculars and diffuse only materials.
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>>854527
You learn the fundamentals and apply them.
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>>854532
the lack of harsh highlights / specs is really soothing
>>
That game was depressing. Even at a young age
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>>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.
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>>854527
use all of blenders latest features.
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>>855231
I have no idea what you're saying but I am very interested in what you have to say.
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>>855354
i was about to say the same thing
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>>854527
scanline renderer
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>>854529
Those were made by pro artists unlike you
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>>856281
This
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>>855231
meds
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>>854527
Is it that time of the month already?
The answer is YOU don't.
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>>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.
>>
>>856547
You usually had to do that with per surface fill lights in Alias and SI





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