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?????
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.
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 ❤
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.
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.
*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.
PSA: 4:50 - Separate/Combine HSVA is now called Separate/Combine color. You can change it to HSV in the dropdown 5:27 - Combine Color's output was set to also be for composite
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 :)
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.
@@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.
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.
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 th-cam.com/video/AQcovwUHMf0/w-d-xo.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)
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
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.
hey, I'm trying out this method right now, and there is an issue. for some reason when I use the compositing shader, the output has a heavy pixel filter applied to it, even if I had the pixel filter width set down to the lowest value in the render engine settings. what is causing this? Edit: apparently using a Transform node in placeof the the second Scale node branching from the Pixelate node fixes the issue. just make sure to input the Value node into the Scale input of the Transform node.
4:34 I wish I could've seen a lower (less pixelated) number. Well actually, a less pixelated, higher frame rate, and with transparancy for lighting purposes version. Basially, whatever "bit" level you clasify this animation and character as, I'd like to see the next level or two above that.
There's a thing I can't wrap my head around. How to render «knockout» animation for multiple directions. Basically - I want character to fall like a domino (kinda like Neville in Harry Potter 1 movie). It works fine if I want him to drop «up», he doesn't go beyond image border, but how to render him falling down? Should I just make much bigger sprites (say, 256 instead of 128) and place my characters so that their feet are at the center of the image?
In Blender I would maybe parent the camera to the character so you get the falling animation but the sprite stay centered in the frame. Then it is in Unity that I would move the character Gameobject down while the knockout animation is played on the sprite renderer present on the character Gameobject.
@@Soyaa ah, like a stabilized footage. Why didn't I think about it? Would also make a lot easier to do a standing up anim as well. Got it, thank you very much)
To anyone who doesn't read descriptions...READ THE DESCRIPTION! There are a bunch of useful links there. Thanks so much Soyaa, this is great!
2nd comment lmao
Tutorial was 10x more helpful when I opened the description!
While I'm not planning on doing any pixel art soon, this was still very fun to watch.
Thanks :) I had a lot of fun making this!
Cool
Same lol
I'm not either. That's why I'm here.
@@Soyaa One question, but how big is this sprite?
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?????
lmao xD we're in sync, what can I say!
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.
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 ❤
Exactly 😁
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.
Thanks for the tips ! I appreciate it! :)
brilliant, the one pixel bumps up and down make it so much nicer.
Thank you so much :)
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!
Thanks man 😁
As an artist who can only draw digitally & do 3d, this helps me make pixel art for my game dev brother, thanks! :D
Glad this help! :)
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.
@@herrpez 💩
Wow, this quite quickly went way over my head.
May I help?
@@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.
bro you're amazing for putting the links to what lead you to that kind of model in the description...
You can basically even add hair and cloth simulation and pixelate that for more realistic results. Amazing tutorial, thank you!
I've been thinking about how this would be possible in Blender and then this brilliant tutorial pops up, bravo!
*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.
I find the wave of 3d to pixel art tech really funny because I find drawing much easier than 3d modeling. This is really cool though.
It’s like SpongeBob drawing a circle 😂 good stuff man!
I would recomend adding PixelOver to your workflow. You can adjust the colors to be more consistent and less noisy/grainy. It's a pretty useful tool!
Wow thanks ive been looking for a tool like this one!
PSA: 4:50 - Separate/Combine HSVA is now called Separate/Combine color. You can change it to HSV in the dropdown
5:27 - Combine Color's output was set to also be for composite
Incredible work. You've opened new avenues for both blender artists and pixel artists.
Thanks:) Seriously I Can't wait to see what people come up with.
This is one of the coolest things I've ever seen. Going to be a massive help for a project idea of mine!
Looking foward to see what you make if you're willing to share !
the way to rotate camera is genius man.
I wasn't so sure until the last step and then it really came together, it looks very cool and the method is great. Thank you!
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 .
Incredibly clear and well made tutorial. Thank you for it.
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.
You're very welcome! Glad it could help :)
wow what a pleasurable result
Thank you kindly
Bon! Great tutorial, very simple, and very straightforward. I appreciate the little noets, too.
Is this how Dead Cells was done? I was looking forward to this technique, THANKS
I like that it allows for super smooth high FPS animations
"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 :)
Rly well done video. It gave me a lot of knowledge and it was also fun to watch. Well done!
Wow, this looks really fun to play around with!
You earned a sub man !
Here from reddit, real nice and simple explanation, this will help some day in the future :)
Thanks for the sub! Thats my first attempt at voicing something and I am glad it can help :)
@@Soyaa Looking forward to more videos :)
(I will binge all your older vids when I get a bit of free time XD)
Can you tell me the link to tve reddit post?
@@JustGabe sure! there you go : www.reddit.com/r/blender/comments/lo84mu/i_promised_a_tutorial_link_in_the_comments/?
IDK how I ended up here but this is some great stuff
That Hair style Kingdom hearts Fan as well
Kingdom hearts will always be special to me ❤️
Im learning Blender right now and dang...it can really do it all.
this helps out very much for 3d and 2d animation
dude, your character design is amazing, where did you come up with that, I could watch a 20 vid series on your process.
THIS IS AMAZING. I needed a video like this FR
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.
Thanks man ! :) I agree with you and it helps keeping a coherent animation.
@@Soyaa how much time did it take to create 3d model ?
Not long, couple hours maybe. Theres a lot of cheating/lazyness with this model because it was not intended to be used as a 3d object.
@@Soyaa thanks. how much time did it take to learn 3d modelling to do this ?
You the best man. Can’t wait to play this game, it’s gonna be insane!
I'm never going to need this but it[s a super satisfying watch, well done!
Thanks Phill! Knowing that people who does not need this tutorial still watch it because its entertaining enough is an enormous compliment 🙏
This is exactly what I was looking for.
Hope it helped!
@@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.
Im going to use this on my character i just made on my assignment!
Would love to see the result 😁
If you're stuck on Separate HSV, it was changed to Separate/Combine color node in the Composite section.
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.
Hey thats a great tip, thanks!
also you can download the animation "in place", there's a checkbox for it there
This video is a game changer for me!
Thanks im very happy I could help :)
My mind has been blown, this is simply amazing. Big thanks for sharing this forbidden knowledge :)
You’re my hero.
Instant subscribe.
Thanks man I appreciate it!
Amazing video mate,great content as well ! Subbed !
This is seriously good
Thank you ! Glad you like it! :)
Woooww... this is awesome!
Thanks man ! This method is saving me so much time.
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 th-cam.com/video/AQcovwUHMf0/w-d-xo.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)
Thanks some much 4 ALL that info on how to do this
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
This tutorial is a gem! thank you soo much
as someone who's game has an artstyle partially inspired by golden sun, this will be useful
Dude, really useful tutorial!!! Thank you! Liked and subscribed!
Please, keep it up! Really cool tutorials! :))
Hey thanks 😁 this kind of comment is motivating af. Ill keep it up and im glad I could be of help :)
This was such a helpful tutorial, thank you so so much! It's not enough how much I thank you!
Ta-bar-nache o.o it’s epic man, good job! PS: cant hide that small accent from a fellow Qc 😛
So rare to meet a fellow QC ! The accent is part of our charm. Merci pour le sub 😁
Lol! Je sonne pareil en anglais!
Content de trouver ce que je cherchais et surpris que ce soit par un des nôtre :P
L’accent ne ment pas xD
Un autre queb!!
@@Soyaa that’s it! Maximum de qualité 😁
I retweeted this earlier, going to save this for making pixel art games with friends!
Thanks for the RT it helps a lot !
@@Soyaa no probs! it was really cool, I learned a bunch for what I can use for my own production! =)
This is super cool! Well explained and quick too. Great job!
Thanks! Glad you like it! :)
Nice tutorial.
The chibi head style looks kinda weird with such a big body heh
Wish it was 20y ago :D I paint all RPG maker stuffs, characters, etc, in old MS painter :D
MS Paint is waaaaaayyyy more powerful than Blender.
Same, countless hours in ms paint creating stuff for rpg maker 2000 😅
I'm late but this video still is on it! Not many like yours! Thank you!!!
Not late at all! Glad you find this helpful ^^
Some high quality content right here..!
Thank you :)
really nice work bro... thanks
I love you. Like thank you omfg, This is going to help with my uni course SO MUCH! THANK YOUUU
my boy applying the spongebob technique for drawing a circle
Awesome! Im doing pixel art game and this is really helpful!
Nice ! Would love to see your work!
Just want to say thanks again for this video it’s been an absolute life saver
Im very glad I could help :) can't wait to see what you make!
shout out to you and your perfect tutorial. Much to find in there👍👌
Hi, could you please do an update using blender 4 please, would be greatly appreciated, thanks!
bro this is really cool i really wanted to know if this was possible, i am new to blender how do you explore things like this?
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.
this is amazing! thank you for all your tutorials
You're welcome! :)
This is actually impressive :o
Thank you!
I would love some example blend files for this, just getting started with blender!
is there anyway that you can input a colour palette that blender would render the sprites with
Your skills are very impressive. Great job!
Thank you very much! :)
Here from Reddit, your work is amazing. I'll use it for sure! Ty very much and keep up that good work
Very glad i could help!! thank you so much :)
You can use this technique to capture still objects like house weapons and etc.
This is true!
Wow très bon travail ! Merci :D
Reddit just notofied me of this and it’s amazing
Thank you! :)
now I can make Character Rivals Of Aether for myself thx :D
This is an interesting process. Thank you very much for sharing
You're welcome ! More to come :)
nice work bro!
Thanks man I love your work!
hey, I'm trying out this method right now, and there is an issue. for some reason when I use the compositing shader, the output has a heavy pixel filter applied to it, even if I had the pixel filter width set down to the lowest value in the render engine settings. what is causing this?
Edit: apparently using a Transform node in placeof the the second Scale node branching from the Pixelate node fixes the issue.
just make sure to input the Value node into the Scale input of the Transform node.
THIS SHOULD BE THE TOP COMMENT!
THANK YOU FOR FIXING MY ISSUE 🙏🙌
4:34 I wish I could've seen a lower (less pixelated) number. Well actually, a less pixelated, higher frame rate, and with transparancy for lighting purposes version. Basially, whatever "bit" level you clasify this animation and character as, I'd like to see the next level or two above that.
Enwoye Soyaa, continue comme ço
Toff de cacher l'accent Queb 😂
@@Soyaa Haha je pense que c'est surtout d'un Québécois à un autre 😂
Keep it up 👍
So damn beautiful I thank you for this great tutorial you really made my day with this.
You're welcome :)
Thanks a lot, brilliant process.
You're welcome Glad this is helpful!
There's a thing I can't wrap my head around. How to render «knockout» animation for multiple directions. Basically - I want character to fall like a domino (kinda like Neville in Harry Potter 1 movie). It works fine if I want him to drop «up», he doesn't go beyond image border, but how to render him falling down? Should I just make much bigger sprites (say, 256 instead of 128) and place my characters so that their feet are at the center of the image?
In Blender I would maybe parent the camera to the character so you get the falling animation but the sprite stay centered in the frame. Then it is in Unity that I would move the character Gameobject down while the knockout animation is played on the sprite renderer present on the character Gameobject.
@@Soyaa ah, like a stabilized footage. Why didn't I think about it? Would also make a lot easier to do a standing up anim as well.
Got it, thank you very much)
amazing work it looks so good
Thank you I appreciate it ! :)
We will watch your career with great interest.
Thats very kind of you to say ! :) gives a lot of motivation
imagine this in upbge in real time with all perspectives possibilites available
You are a magician
Thats nice of you to say
It's great! Wonderful job.
Thank you for this video! This is super cool
Glad you like it :) this is the first time I voice anything
@@Soyaa You did a good job! I hope this wont be your last voiced video!