Trying to create 90s PC Game s…
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Trying to create 90s PC Game styled renders in Daz Studio

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Hmm, if I recall, 90's games had very little detail, normals-mapping (for smooth curves) was only introduced in the late 90's, while nurbs were introduced in the early 90's, but more used for raytracing than for gaming. This meant that curves on models required an insane amount of polygons, and since that was a problem as well, the usual approach was low poly, using painted shadows on textures to give the impression of curvature. A designer who came up with a 600 poly bench, was, without exception, sent back to the drawing table, to get it below 100 polys, and that was already a lot..
So, you'd need even less polys in your scene, and make things a little bit more "blocky".
For characters, many "3D" games actually used a technique very similar to the Now-Crowd Billboards. That, or they used something low poly and blocky.
Mind you, because of the much lower resolution (800x600), edges looked less sharp than they would have looked on a modern rig.
The chibi-bot looks cute, by the way. That head slightly swinging left and right reminds me of Twiki from Buck Rogers. ^_^
I should probably turn the smoothing off on the models too. I bet baking the lighting to a 128pixel texture would help too except Daz antialiases the textures. I lost a lot of the jagginess just because Premier Elements antialiases the video when it upscales it. I wish bicubic scaling was an option.
Actually, games in the mid 90's could pack in surprising detail. It was the low res models that hurt most. Models had like a couple hundred polygons at most, which is super pitiful. I don't know how far Decimator will go, but you could try that if you have it. A lot of games were not fully 3D, they used 2D sprites in places. Doom is a perfect example. All the characters were sprites. Quake came along and blew people's minds by being mostly 3D. But models were super low poly. You can practically count the polys on them.
Baked shading is a good idea.
You could render at SD resolution, not 800x600. This might help pixelate things more. Does Photoshop have something that can replicate CRT scanlines? That might work, too.
I was rendering at 320x240 then letting Premiere rescale it to get the jaggies.
What? And risk getting eaten by a grue? I don't think so.
Now that looks interesting.
That is why you always bring a good, powerful flashlight or lantern with you. :D :D
there is a free trial, I don't have time for it now, I hope in the near future to try it, if you give it a try please post your results here
So I did a double experiment today. One was a little more retro styled graphics rendering. The other was musical.
There was a Google Doodle the other day to celebrate J.S. Bach's birthday. It was an AI where you enter in a melody and it generates a Bach styled alto, tenor and bass part for it. You can download the result as a MIDI file. But it only lets you generate 2 bars of music. So I entered in the melody two bars at a time, downloaded them all and then spliced them together in a MIDI sequencer and sent the MIDI file to Caustic (a Synth Rack emulator for Android, Windows and iOS) and asigned the parts to different synths and saved it as a WAV file.
So if you want free music soundtracks and don't mind a bit of splicing the Bach AI Google Doodle is fun. https://www.google.com/.../celebrating-johann-sebastian-bach
And now the results of my experiment.