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Hello /3/, does anyone have any resources or has any tips on making old rpgs cg cutscenes.

Explaining in more detail, but I've been trying to accomplish this kind of render, but without success, i cannot get to give it the old, dark and crispy look on it, in short i don't know what makes it feel special, i don't seem to find the spice.

Pic related is the death screen from Fallout 2 (1998)

Any help would be great
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Low poly with too many levels of subsurf, bump maps everywhere.
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>>596105
useless facts: Black Isle Studios used LightWave 5.0/5.5 and 3D Studio Max 1.0/R2 while working on Fallout 1 & 2
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>>596113
That's not low poly. You could easily do 1mil poly scenes back in the day no problem. But what you have there is bump maps a lot of procedural textures lightmaps scanline rendering and some talent. 3d programs back in the late 90s were not that primitive as people here like to think. The vast difference now and the is the major jump in hardware for us poorpeople. Big companies that could afford the best were. Light-years ahead of hobbyist just like now.
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>>596105
no global illumination, bad procedural textures, dithered 8-bit color
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>>596105
oldfag here

Abundance of bump maps, procedural textures (often in diffuse, spec and bump components).

No global illumination/radiosity (available in 3rd party renderers and very costly to do, time-wise). Optionally: hacky, but often creative light setups to approximate GI or at least get some bounce and fill.

Soft shadows (OPs picture) mostly done with shadow maps, not raytracing.

Most output for games was palletized and dithered, so I used a lot of palletized textures to keep memory usage down in big scenes, even for grayscale maps (5-bit for bump, 1-bit for transperency in extreme cases).
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>>596121
That's actually useful

>>596165
>>596166

I suppose this can be achieved the same way in modern programs such as blender/maya using their default render modes such as for example "Blender render" mode?
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>>596218
I should be able to do it in Blender Internal.
But what's the point of striving for an old look which stemmed from limitations of that time? Why not use what is available now and stretch the limits?
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>>596224
*You should be...
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>>596224
>>596225

Yeah, can't argue against that, but the thing is that I'm making kind of an Isometric rpg and i really want the old cg cutscenes,not because it looks right, it's because i feel like it fits with the 3d rendered sprites and is inmersive.




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