Currently messing with vaguely pixel-art-ish rendering techniques (Blender):

* Diffuse shading works good (Ramp option with Constant interpolation, input=Result)
* Specular highlights are somewhat crippled. I want a couple of hard-edged highlight colors, but I can only get either a fuzzy highlight or a single color/"Binary" highlight (Toon shader)
* Blender's ramp interface is an interesting way to derive palettes (switch to non-Constant interpolation to add colors, then switch back)
* Reflections sort of work out here, but add colors. Might be solvable by postprocessing based on a 'material index' RenderLayer.
* There's a light inside the upper glass sphere but it doesn't show properly. Maybe the sphere needs to be double-sided?
* It's hard to get Freestyle to add clean unbroken 1px outlines (omitted on this render)
* Banding is a bit of an issue (but it works out fine if just using Blender to generate base images that will be extensively edited)
EDIT:
I'm getting a better grip on this.

11 colors, orthographic camera

11 colors, perspective camera.
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« Last Edit: October 17, 2013, 08:38:56 am by Ai »

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