I've been trying to make stuff in blender that looks like retro CGI, any recommendations?
>>658433I wanna say install an earlier version like 2.4 or something. But I dunno, since I never really tried that myself.Best I can tell you is to not enable any AO options.
>>658433Lighting is hard when you can't rely on PBR, radiosity and stuff like that. I try to write a few words when I had some sleep...
use maya software renderer.
>>658433Can you post a few examples of what look you're after? What particular era of the 80s/90s and what style?What's the main focus of your work? Architecture? Characters? Machinery? Abstract?
>>658433use blender internal, and rely as much as you can on NURBS surfaces.
>>658433use blender , its pretty good for making 3d look old, outdated and have this general bad feeling to it
>>658472What about Maya? It's been used to make shit animations before. On the professional level even, Like RWBY, or Planes, or 70% of most modern VFX.
>>658488Yeah, but that's not shit in the right way. If you do that you'll get something that looks like MMD or poser.
>>658433>low sample shadows or no shadows>flat textures>render in vhs qualityAlso these things look best for the "dated" look if you animate the camera. Mostly panning and cartoon fov zooms. Also don't forget about the greenscreen woman who would be walking around showcasing this.
>>658488The maya software renderer barely received any attention after it's initial release. It is easily the most accessible piece of 90's 3d tech.
>>658496>render in vhs qualityThat's what you do in post, not while you render. There are good filters for that today.Back then we rendered depending on target medium: 576 × 520 or 486 × 440 in truecolor onto Abekas Digital Disk Recorder for broadcast stuff or palletized at whatever res necessary for game stuff.
>>658490Nah, Poser's 90s out the ass. I've been around and both it (and DAZ) can produce some terrible results.
>>658433Again, what is your goal? Just environments or also characters in a more "dated" style?If you do characters, aim for something like 1998 Reiko Nagase, dated technically but stylistically still very pleasing, far better than what most western artists showed off in game artworks at the time(Lara Croft's original Autodesk 3D Studio model *cough cough*).
Here are some examples of what i'm going for.
>>658524oh you can easily do this.i just won't be able to sum up what to do in 1 post. you just need to model and texture, the rest will come naturally
>>658524>Gaviota GraphicsI know the owner, Jim Biebl. He did a lot of the 3DS promo stuff in the mid 90s.I don't think he works in CG anymore.
>>658524-photo-sourced textures, not too high res, preferably with reduced color depth or palletized-shadow mapped lights, no raytraced shadows-no AO, no radiosity or GI-procedural textures to break up patterns, to dirty up your objects or directly in bump channels-fill lights to simulate bounce light and color bleeding -think simple and straight, don't make super complex objects, but also no 16 polygon blobs-diffuse/specular/bump and the occasional map for masking/transparency, that's it-experiment a lot
>>658524Some more of his old work, from one of those awful BBS shovelware CDs.Kinda comfy lol, reminds me of my parents' house, mid-late 80s.
>>658546Feels like something is missing. Some greenscreened actors desu. Oh wait we already had that.
you can achieve some quite ghastly stuff in the DAZ viewport.but when it still had the 3Dlight engine it was easier to make it look 90s than with iRay today.
>>658433I could easily do this in 3ds max, because all my shitty renders look like this lmao..