Can I make cute 1970s stuff in Blender like picrel or is it too high-tech a program and will look weird?
>>894205Use /sqtddtot/ you imbecile. 70's cg had no color.Also you can render it identically but you must have it pass through an analog media or simulate that to look 1970's.https://www.youtube.com/watch?time_continue=46&v=SPMFhcC4SvQ&feature=emb_logo
I used to be just like you, a retard.
>>894205Dude, that's not 70s stuff, that is 80s stuff bro, if that's the pre-Pixar demo I think that isLook up old computer 3D software, and find the computer that was the 'best' to run it on at that time. Then, get a VM (virtual machine) running in VirtualBox for that given operating system, and learn with a book for that particular program (probably just look on Archive.org).If you're looking for 90's jenk, then Lightwave might be your best bet.
>>894213>70's cg had no color.>>894304> that's not 70s stuff, that is 80s stuff bronot OP but can confirm this is from a 1974 tech demo. For proof here is the videohttps://www.youtube.com/watch?v=jwOwRH4JpXcthis shot comes from the 3-minute mark.I would say if your going 100% traditional hardware try PovRay for the hand coded stuff. For most 'I want to get into 3d and have do idea what im doing' people I would say go to blender and slap a film grain filter on that bad boy.
>>8943081974 amazing. Would have put that to some 80s Symbolics Graphics.https://www.youtube.com/watch?v=gV5obrYaogU
>>894256And now you're just a faggot you know that?
I wonder if a single one of these losers coming here to ask the same stupid fuckin question ever even try 3d
>>895334I remember when people jerked themselves over Harvard Graphics.
>>894304>Then, get a VM (virtual machine) running in VirtualBox for that given operating system, and learn with a book for that particular program (probably just look on Archive.org).No need. I already posted this in another thread, but there are tons of "retro" renderers that were made in the late-1980s though the early 1990s that can still be used on modern systems:-Maya-Cinema 4D-Bryce 3D -Cinema 4D-Blender (before version 2.8)No need for old computers for these! These work on Mac, Windows, and/or Linux.Not sure about 1970s stuff, but for 80s-through early 1990s stuff (like Donkey Kong) Maya is perfect. And Cinema 4D's "standard renderer" is the second best choice, imo.For all intents and purposes, the Maya "software renderer" IS the Alias renderer: https://www.youtube.com/watch?v=pCVUOxvQWaU.If you want to use Blender, it must be the Blender version before 2.8. I would also suggest you avoid using "gamma correction" and physically based rendering AT ALL COSTS. Please let me know if you have any more questions.
>>894205> Render Properties (camera icon at top of Properties) -> Color Management -> View Transform -> Standard Just use this node setup for every material. I'm sure you could do something more procedural so you can pick a single color and get a gradient, but eeh.
>>897243Cool. I'm using Max and Maya 2009 plus CEBAS FINALRENDER for retro graphics
>>897374>I'm using Max and Maya 2009 plus CEBAS FINALRENDER for retro graphicsI've never heard of it. But I'm not sure if it counts as a retro renderer, though. But let me know otherwise, if not.The Maya default renderer is literally called "Software Renderer". That's the one that is the most similar to the Alias renderer. It comes with Maya and is not a plugin.Oh, and I should also tell you, there was no global illumination back then, either. Just plain old point, spot, directional, and ambient lights.Also here's the first 3DS Max video if you want to see what early animations were made in 1996 with the 3DS Max's "scanline renderer":https://www.youtube.com/watch?v=y8azQEceSJo
>>897423
>>897423This is the correct answer. Just use the default renderer that comes with the INDUSTRY STANDARD software.
>>897423>was no global illumination back then,Not quite correct. The first GI renderers were around in 98 or so or as standalone solutions (Lightscape). But it took too long on these slow P3s that most just faked it with area lights.