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Question by Scribblehead · Jun 29, 2011 at 09:20 AM · 3dpixelretroaliased

Retro look

Is there a way for me to achieve a similar look to that of 3d models on the DS/PSP? Im looking to achieve a aliased look to simulate a pixel art look to my 3d models.

The image below is a pixel logo of the space quest logo, but it illustrates how the edges are not aliased

I apologize if theres been similar questions posed.

http://www.hardcoregaming101.net/spacequest/logo.png

[preview of external content removed for GDPR compliance as it was including 3rd party cookies]

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avatar image Recluse · Jun 29, 2011 at 09:53 AM 0
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I was going to suggest building all your models from cubes, but that won't duplicate the look you want, because from some angles there will still be smooth lines. What you need is basically Lo-res. I don't know if there is a way to render a camera view in Lo-res to simulate the retro look though?

avatar image Scribblehead · Jun 29, 2011 at 09:57 AM 0
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Yea alot has to do with the geometry of course, and i guess its a matter of manipulating the screen size, say the game is originally rendered in 320x240 size, it should be rescaled to 1024x768 for example - this way i'd probably get the aliased edges maybe.

avatar image Recluse · Jun 29, 2011 at 10:39 AM 0
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Try looking up RenderTexture in the Unity scripting reference. You could render your screen output to a smaller resolution using this. It's Unity Pro only though.

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Answer by Marnix · Jun 29, 2011 at 10:08 AM

Check this post: http://answers.unity3d.com/questions/45631/how-to-simulatedisplay-2d-pixelated-graphics.html

And this site if you have pro: http://www.unifycommunity.com/wiki/index.php?title=Pixelated

Update
You are right, this was not what you are looking for. Another approach:

  1. Use a toon shader to make your objects flattened in their colors.

  2. Turn off Anti-Aliasing: http://unity3d.com/support/documentation/Components/class-QualitySettings.html

  3. Use point-sampling in your textures. http://unity3d.com/support/documentation/Manual/Textures.html

I think the toon-shader and the non-anti-aliasing will bring you quite far. For further optimization, i would recommend to set your resolution of your game a bit lower.

Any further recommendations are welcome, I couldn't think of more at the moment.

PS. Don't use edge detection on your toon shader if available, it will create black lines, which you don't need (see your own image, it has no toony black edges)

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avatar image Scribblehead · Jun 29, 2011 at 11:08 AM 0
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Marnix, you're adressing another issue, though how can unity allow me to display my rendered scenes and objects aliased, as opposed to everything being anti-aliased. i hope Anti-aliasing isn't hardcoded into the engine :S

http://forums.adobe.com/servlet/JiveServlet/showImage/2-2899889-31117/anti-aliasing.thumbnail.png

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avatar image Marnix · Jun 29, 2011 at 11:12 AM 1
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@Scribblehead: If you have any questions or updates regarding your question, please don't post them as an answer, but try to Update your own question or place comments below the answer. Answers are only for solutions. Thank you.

avatar image Recluse · Jun 29, 2011 at 02:09 PM 0
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Textures will not be anti-aliased if you set them to Point mode in the inspector but will retain their pixellated look regardless of size. Using RenderTexture to capture the output of your main camera you should be able to create a fake lo-res view. I haven't tried this myself, but it seems possible from a quick skim of the docs.

avatar image Scribblehead · Jun 30, 2011 at 09:33 AM 0
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@$$anonymous$$arnix, sorry, missed the comment to answer thingy - thanks for the heads up (answer is now comment :))

@Recluse, thanks - ill try and look through the docs.

I know its an odd question, most games today try to avoid aliasing of course :)

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Answer by thomasfriday · Jul 13, 2021 at 08:44 AM

Here's a short Youtube video that covers exactly how to get a pixelated look: https://youtu.be/Sru8XDwxC3I


Cube gif: https://media.giphy.com/media/UHx1YCG2n74R7MgDIJ/giphy.gif [preview of external content removed for GDPR compliance as it was including 3rd party cookies]

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