View Full Version : Rendering pixelart with LW ?

02-04-2014, 03:52 AM
Hi folks,

I have been trying for some time a way to recreate oldschool pixel art with LightWave such as these:

But to no result :(
Maybe someone has an idea about shading in this style ?

02-04-2014, 05:23 AM
Can you define exactly what problems you have with this "pixelart" kind of rendering. I mean you obviously have to render to a low resolution and then if you want a special style you have to texture and light it so it conforms to that style.

If you show what you have achieved and what your goal is we can give you feedback to get closer to your goal, this is nothing more complicated than any other piece of art.
The only limitation with this oldschool look is the resolution, so no need to go nuts about details.

02-04-2014, 06:12 AM
Its mostly abou getting hat tepped dithering/limited colour palette thing right. Low res isnt just the only thing ht sells it. For example specular highlights look different when rendered.

02-04-2014, 07:37 AM
Pocket Magic :-) ( or Magic Pocket )

02-04-2014, 10:31 AM
Magic Pockets... http://erikalstad.com/backup/misc.php_files/smile.gif

02-04-2014, 10:40 AM
Magic pockets, In my book it is one of the best platformers of all time.

02-04-2014, 05:00 PM
My example here is not perfect by any means as I only spent 5 minutes on it, but I think what you have in mind is perfectly doable, its just a case of texturing your objects in such a way that the desired details show up when rendered very small.

To get the coloured highlights I created a few different coloured lights and turned off 'affect diffuse' so it gave a little more control.

I rendered this at 64x64 in lw with an orthographic camera and without anti aliasing.

To get the dithered look I converted the render to index colour in Photoshop and set the colours to 16 with dithering.

Hope this helps.


02-04-2014, 11:55 PM
119913Thats not bad, the third purple block looks pretty good, but the whole thing still has that palette reduction look I would like to avoid ! I experimented with Texture Displacement in Surface Editor, but that gave noise instead of dithering :(
I wonder if one of Dennis nodes with some math could do the trick perfectly...the way the bitmap brothers made 16 colours look like 32 through clever manual dithering and spreading is pretty awesome and very stylish.

02-04-2014, 11:58 PM
This is better reproducable in LW, due to shiny metalness, but its difficult to get that stepped shading look.

02-05-2014, 02:19 AM
did a quick test. Rendered in Lw with vpr set to 8 pixels then saved as index color 16 in PS.

Edit: fixed the color and saturation a bit, got a little extreme. I tried to make it similar to the magic pockets stones you showed in the first pic.

02-05-2014, 09:12 AM
Couple of simple things that we did for our assets were to:

1) Use the Cel Shade plugin on each material. This would create fewer color variations across the surface, making it look lower densitry.
2) Used sprite edger to make sure all the renders didn't blend to the background. We still set the camera to ortho w/o antialiasing and got a good result.

Here's an example of our main character.


02-05-2014, 10:56 AM
To reduce number of colors you could try such nodal setup:
color or scalar with initial range from 0...1.0
multiply by some value f.e. 16
so 0*16=0
and 1.0*16 = 16 etc
(then color split to separate channels)
then on each channel/scalar use Floor/Ceil
after that fractions will be gone.
Then divide by the same value as in 1st step
Colors/shades that were between them are gone.

02-06-2014, 04:47 AM
Ztreem, that quite cool, how do I set a specific pixel size for vpr ?

02-06-2014, 05:24 AM
go to display options (shortcut 'd') then there is something called Preview Scale Level set that one to 8 or whatever you like and do a preview of your vpr viewport.

03-04-2014, 09:24 AM

03-04-2014, 01:09 PM
Looks good.

What about using the node image filter to drop the colours down and and dither the image?

Like so ....

http://i465.photobucket.com/albums/rr16/xXswampyXx/Made8bit_zpse40b973c.jpg (http://s465.photobucket.com/user/xXswampyXx/media/Made8bit_zpse40b973c.jpg.html)


03-04-2014, 02:09 PM
Looks good, so why would you like it to look like an old game with limited color and resolution?

03-04-2014, 02:21 PM
Wow, thats interesting ! How did You do that ?
Ah ok, second attachment, thanks ! Haywire :)

03-04-2014, 06:06 PM
There's actually an Image filter called "Wavefilter Image" that will apply a 256 colour pallet to your final render. :D
Here's your image with the pallet from magic pockets.

http://i465.photobucket.com/albums/rr16/xXswampyXx/Made8bit_V2_zps7569d11a.jpg (http://s465.photobucket.com/user/xXswampyXx/media/Made8bit_V2_zps7569d11a.jpg.html)


Saves all that mucking about with nodes and stuff.

03-04-2014, 06:14 PM
That wavefilter image filter does a good job. Been in LW for absolutely ages if I recal correctly.

Funny how pixel art is trendy now. Back when I started making computer game graphics it was a necessity :)

03-15-2014, 07:23 PM
I made video tutorial how to quantize colors:

05-04-2014, 02:43 PM
maybe also check >

05-04-2014, 03:02 PM
Oh wow !!! This could be it !!! Gotta try this tomorrow !!! Thanks !!!

05-04-2014, 04:01 PM
another one is >

05-05-2014, 02:01 PM
another trick from Medi8or,