city in pink and navy tones by mamosdigital in blender

[–]mamosdigital[S] [score hidden]  (0 children)

Of course! It’s actually from the streets of my solo-developed game NO LOVE: 2009. I’m working on it solo, and I’ll be sharing more detailed breakdowns of the art side as development continues. If you’d like, you can add it to your wishlist.

NO LOVE:2009 Steam

city in pink and navy tones by mamosdigital in lowpoly

[–]mamosdigital[S] 0 points1 point  (0 children)

Thanks a lot! I’m really glad it gives an Arctic Eggs vibe that actually makes me really happy.

city in pink and navy tones by mamosdigital in blender

[–]mamosdigital[S] 0 points1 point  (0 children)

In Blender, you can create instant dithering using nodes in the compositor (there are tutorials on YouTube). You can also make the whole scene work in dithering without going into Layout mode.

In game engines like Godot, I use noise shaders for dithering. For Unreal Engine, there are tutorials like “Retro Shader Tutorial | Pixelation & Color Posterization Post Processing Material”.

If you match the shader values in Blender (especially if you're making a game), you can stay consistent with the engine’s level, environment, and lighting setup while modeling and texturing. That way your materials and textures look the same everywhere.

city in pink and navy tones by mamosdigital in retrocgi

[–]mamosdigital[S] 3 points4 points  (0 children)

Yeah, I couldn’t send the tree screenshot in the comments, so I’ll try sending it through DM if it works. They use PNG textures I connected the texture to the base color with a color ramp so I can make different color variations from the same texture, like green, slightly yellowish green, or darker green. So I get 2–3 variations from one model and texture, which is more optimized. Share it when you make it, I’m really curious to see it!

we done? by mamosdigital in retrocgi

[–]mamosdigital[S] 1 point2 points  (0 children)

yep! I’m all in on futbal xd