Thread 1011943 - /3/ [Archived: 707 hours ago]

Anonymous
5/13/2025, 12:43:53 PM No.1011943
mtwff9pywjze1
mtwff9pywjze1
md5: 15ee382377e4ef20f0b40e4b5f871ca4🔍
Recommend please some good looking games combining 3d and pixelart. And I mean actual pixelart, not low-resolution photorealism of older games or glitchy gritty unfiltered noise of some newer indie games. Bonus points if they came up with smart ways to light/shade it dynamically (anything as cool as modern anime NPR lighting but for pixelart?), turbo based points if they have textures done in multiple grid sizes for LOD, which would be especially spicy with true pixelart. Oh and please don't say it's impossible to combine pixelart and 3d in a meaningful way. People said the same about anime as well.
Replies: >>1011944 >>1012507
Anonymous
5/13/2025, 2:41:07 PM No.1011944
>>1011943 (OP)
>People said the same about anime as well.
They were right, 3d ruins 2d mediums
Replies: >>1011945
Anonymous
5/13/2025, 3:24:34 PM No.1011945
>>1011944
In context of games specifically it's a win. I'm not talking about anime or animation in general or renders.
In games you have requirement for things to be dynamic, for camera to rotate and move, sometimes for light sources to move, etc. And you still want to get the best you can within those requirements.
And this is what I'm looking for. Obviously 3d + pixelart can't replicate custom proportions and perspective and lighting of static pixelarts, in games in general you can't capture something that only makes sense for a static single image.
Anonymous
5/13/2025, 3:34:58 PM No.1011946
Screenshot 2025-05-11 230916
Screenshot 2025-05-11 230916
md5: 725a1e25bbcf64200dd37548d9e4fcce🔍
> People said the same about anime as well.
Yeah my bad, I meant anime games specifically.
Anonymous
5/22/2025, 4:18:31 PM No.1012507
900x
900x
md5: ad9cc9377858e3c130fb7fe580fec14c🔍
>>1011943 (OP)
Solatorobo maybe? Some areas are mostly 2d like this, others are mostly 3d. Since the player and enemies are all 3d, combat arenas and dungeons will trend more towards 3d and towns will be more 2d.
Some things that are worth noting are that generally 2d backgrounds seem to work better at higher angles, and tend to look less convincing the more parallel the camera is with the ground. Also, lower resolutions can mask the 3dness of 3d assets which is obviously helpful for making eveything fit together nicely. It will, however, also make it more difficult for me to find good quality images to post on an image board 15 years after it's release.
I don't know exactly what you want, though, would games with low-res textures qualify or do you want something with fully 2d sprites like Doom or picrel?
Replies: >>1012509
Anonymous
5/22/2025, 5:36:52 PM No.1012509
>>1012507
Thanks for rec, doing actual real 2d pixelart with 3d in the same scene makes sense ofcourse, it's quite limited though.
> I don't know exactly what you want
More of a modern NPR techniques to render 3d into pixelart dynamically from any angle.
For example:
When you do a pixelart texture and throw normal 3d light into the scene, it will
1) break the palette
2) break the quantization of pixel grid texture
How I think this should be solved:
Additional shadow map describes how certain pixels of the texture change the color within the palette depending of darkness of shadow.
Additional highlight map describes how certiain pixels of the texture change the color within the palette depending on lightness of light.
So that when object rotates around lightsource, its pixels will properly get shadows and highlights all with the palette and without breaking the pixel grid.
And this is just a simple example, I would be even more interested in rendering techniques that do something to perspective,
the whole way pixels are rendered in 3d isn't optimal because when you look at pixelart texture from angle, it's ofc off-grid,
and some smart renderer techniques that take pixelart texture grid into consideration and map it into more consistent screen pixelart grid would be neat.
Because simply relying on low screen resolution isn't really doing what needs to be done, it just ruins details the lower resolution gets.
Anonymous
5/22/2025, 7:58:05 PM No.1012514
Off the top of my head:
Compound VR
Friends vs friends (both have pretty texturework, but nothing fancy in the lighting department)
Songs of Conquest (90% pixel art, uses 3d for landscapes and some of the structures)
Bombshell Blitz (minimalistic look, no lighting, not out yet)