I’m developing a pixel-y 3D style that draws inspiration from the late 1980s to early 1990s, following certain rules to imitate hardware limitations and promote an economical workflow for a stubborn solo dev, while taking advantage of some more modern techniques. I began the project while I was working in Godot Engine, after learning to write shaders. I’ve been rewriting everything for Defold now, including a personal render script that implements several needed features.
Defold seems uniquely well-suited to pursue a 3D aesthetic like this one, because as of late it offers some essential 3D features, still without making many assumptions.
I want to use this thread to share what I’m working on, and to leave some context for what it means.
RULES
- Low resolution viewport – like Derez
- Low polygon budget per model
- Mesh faces are mostly-strictly a single shade or pattern per triangle
- Certain values are quantized; lighting/shading is posterized and dithered
- Limited color blending and “palettes” (without actually inhibiting overall color depth)
- Affine texture mapping, low resolution, unfiltered
- Vertices snap to pixels
- Line or point* primitives are preferred whenever suitable – like Desolve
- 3D transparency is “screen door”/“checkerboard” style
* - Points are not offered in Defold, but I found a workaround
First, here are a couple clips (from Godot) that help exhibit these rules put into practice: