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File: 200px-The_Beheaded.gif (355 KB, 200x211)
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So I'm a complete newfag when it comes to 3d modeling. But is there a technique or program for easily turning 3d models into 2d sprites?
Some games that use this technique are Factorio and Dead Cells, if you want to see what I am talking about.
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watch the ori blind forest gdc talk, they show you how to do it.
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>>671076
So I watched it but it seems he didn't go to much into the actual process of turning models to sprites.
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>>671075
It would depend what exactly you wanted, but really wouldn't be that hard. The hard part would be creating models and animations that actually look good at very low resolution renders.
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>>671075
The process itself is pretty straightforward:
1: Model, texture (and what not) and animate your character in your 3D application of choice
2: Render the animation where each frame of animation as separate image (even Blender should have this feature)
3: Pack images into a 'sprite atlas' using Photoshop or similiar application
(optional) 4: Add highly contrasting background to the sprite atlas
4/5: Import atlas into your game engine of choice and use tools it offers to slice frames into sprites and then use its tools to convert it to animation
6: ???
7: Profit

Each animation image (aka frame) should have the same dimensions ie 256px by 256px when you pack it into the atlas
Sprite atlas = 2d image containing all animation frames (see attached image)
Sprite == 2d image
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>>671096
Saved, this is perfect. Many thanks anon!
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>>671096
>>671098
It's not just about rendering out a sequence of images, turning off bilinear filtering and scaling everything down into a sprite sheet though. Dead Cells pulls it off because the main character's forms are super blocky, his color pallete doesn't have a lot of variation and his silhouette ends up reading well even when tinyfied.

Yeah, I guess you can do this with anything you want, but be fairly warned: if you don't plan out a character specifically for this kind of approach, it'll just look as if you ruined a bunch of character renders by downscaling them from native rez to ant-size.
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>>671075
There is no easy way and everything needs cleanup afterwards.

t. 90s artist
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>>671075
https://www.youtube.com/watch?v=qcasyCkk5Dw



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