dude, i'm learning blender and pixel art, how probable it is that someone showed up in my reddit feed and taught me the TWO THINGS AT THE SAME TIME?????
I really like this approach because it allows for quickly getting the base shape and animation but also fine tuning and customizing in aseprite so it kinda has a more artistic look and polish ❤
As purely a programmer, I'm very fascinated by the exploitation of these tools and techniques to create very compelling pixel art. That's so amazing, great work.
Little tip : While using PNG output, you can set compression to 100% percent since the png compression is lossless (= zip compression) Also, for pixel art, you can use 8bits only instead of 16 bits, which is not really useful in this case.
*WOW* not only is this wholesome, thorough, and clearly segmented with learning links... but it covers such a wide variety of Blender tools, it might as well be a tutorial for the art modeling feature. needed this.
This is extremely cool and as someone who has little patience for drawing but enjoys 3D I'll definitely give this technique a try. Thanks for the massively in-depth video and resources!
Great tutorial! One thing I noticed with how you did the camera rotation; you can do math in any text box in Blender. So instead of incrementing manually you can just select Z angle and type +45 to the end of it and it'll do the math for you. It's not that big of a deal with one sprite, but I'm working on a whole ton of them at once and that little bit of time-saving saves me a lot of frustration and burnout. Though I will admit I'll steal that empty rotate thing, as it's way better than my 8-camera setup.
Thanks for the tip! This math trick also works in unity I found out. Very useful indeed. This camera trick I got from the Chair tutorial of Blender Guru. Good luck with you projects and please share. I would love to see!
Not really. From an educational standpoint, it's an awful tutorial. It's a list of instructions, but it doesn't tell you anything about *why* you do any of the steps. Some are self explanatory, but far from all of them are. It gets you a nice result, but if you're looking to get better at further developing on your own, it won't get you far at all.
@@Soyaa thanks for the reply, but no - it's not on you, it's on me. I should learn more about how the nodes work etc. You did an amazing job. It's just when you're plugging this node into that node etc. I'm like "uh... What do the nodes do?". So it's just my own lack of understanding about what different nodes can do. But I genuinely loved your results and I kind of use blender to make pixel art animations (I'm not great) so I was really interested in your video.
@@Soyaa random thing that is maybe interesting to you. I don't have After Effects, so animating sprites was difficult. But I found that you can control the frame of a "sprite" by creating a bone, then use it as a driver for the frame offset of a texture. So you import an image as a plane, set it so the X position offsets the frame of the animation, and you can full on create pixel art animations in blender
@@キラキラくりくり頭 Wow thanks for the tip, I didnt know! I tried to make Pixel Art animation in Premiere pro as im still not used to After Effect and it was an absolute nightmare haha. So right now I am working on a Sprite cutscene system directly in Unity so the animations wont be prerendered.
HUGE THANKS ,I coudnt make this outlines since for ever , my response to this problem was just rendering workbench with proper settings (and outline), and then rendering same in cycles and blending in hitfilmexpress .But what i have learned from that video will help me optymalise render time , and the resault will be better .
Really helpful, with tone of information to learn from. From the 3d tricks until the last 2D tricks. Thumb up all the way. Thank you thank you very much for compiling this together.
"Pixelization" was pretty spot on and I'm American. Slow maybe but I'm a fast talker, and it matched your speaking pace pretty well so. also 2 years late :)
@@Soyaa It helps so much. I've been trying to figure out how to do this for a while. I'm not very good at sprite sheets, so being able to model it in 3d is much easier for me.
Man, loved it, and the outcome is convincing enough to me. Mind you, I’m a total beginner but all the rigidity of the 3D animation is taken out by doing pixel art trickery! This is definitely the best of both worlds, let the 3D do the biggest part of the ‘correctness/rigid’ bulk work, use pixel art to add the pixel tinkering charm. The little bump and the one pixel hair offset sold me on this. Thanks for the tips and share.
Looks neat although it still doesn't really hide the pre-rendered look, making it feel more like mid-90s PC games with pre-rendered graphics like Dark Forces, Ultima and Fallout rather than a typical 2d drawn sprite like you'd see in a GBA or SNES game. It needs an even further restrictive palette, in 2d sprites, each element had 2 or 3 shades, here each element seems to have 5 or 6 shades instead
Cool video. Thanks for sharing. If possible can you maybe elaborate on WHY you do things a litlle in future videos? Why do we add the math nodes? Why do I need to multiply it several times and set these specific values? It's pretty cool seeing how a renderings can be boiled down into pixel art but even with quite a bit of blender knowledge some of these steps were a little hard to understand. Then again the video is very to the point. The result looks very cool. Really nice style. :)
Thank you :) well for the nodes I am applying the workflow from a Default Cube channel video ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-AQcovwUHMf0.html He explains the logic behind the math. Personnaly I set it up so the character's face is around 7 pixels wide because thats the resolution I'm going for (similar to SNES rpg sprites)
Just found this tutorial, its great! Now that Blender 3.6 is out, is this procedure the same or have things changed to make this even easier/faster? Also, I didn't hear you mention moving the composite node to connect to the image output of the final combine HSV node.
@@Soyaa I'm working on an RPG with 2D pixel art characters in a 3D environment. There's an absolute ton of pixel art to do, even though my scope is relatively small, and this technique seems super useful to help speed up the pixel art workflow! I consider myself pretty good at pixel art, but I am very slow at it. It takes me forever to do even a simple animation.
This technique is literally saving me thousands of hours. It even allows for creating the sprites normal maps with a few clicks too so that the 2d sprites interact with dynamic lighting in the 3d environment (Im planing to make a tutorial about this a soon as my new born has longer sleep time haha). Im also using this process to create pixel art texture that I use to create 3d assets. Your project sounds super interesting! Please share a link where I could follow your progress :)
@@Soyaa Wow I didn't think about normal maps bring generated! That's super awesome! I'm definitely subscribing for that! As for my project, I don't actually have any sort of dev updates right now, I'm still programming in the mechanics, but I intend on starting some sort of devlog once I get to the point of being able to add content like playable levels and quests and such. The more interesting stuff people like watching. But I'll definitely let you know if I ever make it there!
Awesome! Im looking foward to it :) also thanks for the sub i appreciate it ^^ I dont know if this could be your kind of thing but you can also post in Unity3d and unity2d subreddit once in a while to showoff and gather feedback and ideas. Its less time consuming than devlogging and the community is great!
If you're using an animation from a website such as mixamo and the animation moves forward, not it place, you can add a constraint to the camera to have it follow the model, so when it renders it looks in place.