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#raw3d — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #raw3d, aggregated by home.social.

  1. So this is my very sad, very shitty first #ScreenshotSaturday for #IridiumMoons.

    It's a test image for creating PS1/Quake style #Raw3D textures by making a 3D model of a wall section in Blender, lighting it, and then rendering it in orthographic projection to a .png image.

    The test here is to see how small a rivet in a wall panel can be to still be visible as such when rendered at 64 pixels per meter. (Cylinder radius 1 cm to to 6 cm.)

    400% magnification for browser viewing.

  2. So this is my very sad, very shitty first #ScreenshotSaturday for #IridiumMoons.

    It's a test image for creating PS1/Quake style #Raw3D textures by making a 3D model of a wall section in Blender, lighting it, and then rendering it in orthographic projection to a .png image.

    The test here is to see how small a rivet in a wall panel can be to still be visible as such when rendered at 64 pixels per meter. (Cylinder radius 1 cm to to 6 cm.)

    400% magnification for browser viewing.

  3. So this is my very sad, very shitty first #ScreenshotSaturday for #IridiumMoons.

    It's a test image for creating PS1/Quake style #Raw3D textures by making a 3D model of a wall section in Blender, lighting it, and then rendering it in orthographic projection to a .png image.

    The test here is to see how small a rivet in a wall panel can be to still be visible as such when rendered at 64 pixels per meter. (Cylinder radius 1 cm to to 6 cm.)

    400% magnification for browser viewing.

  4. So this is my very sad, very shitty first #ScreenshotSaturday for #IridiumMoons.

    It's a test image for creating PS1/Quake style #Raw3D textures by making a 3D model of a wall section in Blender, lighting it, and then rendering it in orthographic projection to a .png image.

    The test here is to see how small a rivet in a wall panel can be to still be visible as such when rendered at 64 pixels per meter. (Cylinder radius 1 cm to to 6 cm.)

    400% magnification for browser viewing.

  5. I quite like the noise you can create in GIMP with the Plasma render desaturated to greyscale a lot more than the Solid Noise.

    The problem is that it creates noise that is mostly white with little black, which brightens up the colors below significantly.

    If I can figure out how to get the layer to have equal amounts of white and black, I think this would work well for my wall textures.

    #Raw3D

  6. New Site Post: Graphics Style References

    iridiummoons.com/2026/05/14/vi

    A collection of reference footage from other games that represent the overall graphics style (though not visual design aesthetic) I am aspiring to with Iridium Moons.

    #IridiumMoons #hobbydev #Raw3D

  7. New Site Post: Graphics Style References

    iridiummoons.com/2026/05/14/vi

    A collection of reference footage from other games that represent the overall graphics style (though not visual design aesthetic) I am aspiring to with Iridium Moons.

    #IridiumMoons #hobbydev #Raw3D

  8. New Site Post: Graphics Style References

    iridiummoons.com/2026/05/14/vi

    A collection of reference footage from other games that represent the overall graphics style (though not visual design aesthetic) I am aspiring to with Iridium Moons.

    #IridiumMoons #hobbydev #Raw3D

  9. New Site Post: Graphics Style References

    iridiummoons.com/2026/05/14/vi

    A collection of reference footage from other games that represent the overall graphics style (though not visual design aesthetic) I am aspiring to with Iridium Moons.

    #IridiumMoons #hobbydev #Raw3D

  10. Pixel art indie games have been around for quite some time now and have well established themselves as a style that will almost certainly stick around for our lifetime. It's just a very practical solution to get appealing 2D graphics with very limited resources.

    Low-fidelity 3D graphics are fairly new as a common thing, though. Dusk kicked in the door 8 years ago, but the style has regained widespread popularity only in the last 5 years. I think most is yet to come here.

    #indiedev #Raw3D

  11. Though I actually haven't given this much thought yet at all.

    Metal Gear Solid seems like a really nice #Raw3D look with relatively realistic human proportions andhead textures that suggest just enough of a face to let the brain fill in the details. (Drawing faces is always the worst.)

    But the options are endless and this is a decisions that probably should be thought well through.
    Any other suggestions for realistic looking low-polygon human styles from games?

  12. Playing around with #Blockbench for an hour, it's certainly different from what I was starting to get used to with Blender, and I don't like different.

    But this really seems like it's what I should have been learning to use from the start. For my goals this seems perfect, with just the functions that I need.

    #Raw3D

  13. For 9 out of 10 people, #Blockbench is probably not an alternative to #Blender. But for low fidelity, PS1/Quake style #Raw3D models, this not just looks like it could do the job, it actually might even be considerably more accessible. It does modeling, texturing, rigging, and animating for Godot, Unity, and Unreal Engine.
    Despite the popularity with block games, it also does cylinders and spheres.

    blockbench.net/gallery

    I don't know about the AI code contribution policy, though.

  14. I was wondering if 16 different wall crack decals would be enough, or if I should make another set of 16 more.

    I managed to access the decal texture files of Half-Life, and that game's number of different wall cracks is a total of 2.

    Just 2.

    It's always the same two cracks and nobody ever notices. 😅

    #gamedev #Raw3D

  15. Randomly wondering how many new games use PS1/Quake style Raw3D graphics and don't aim for a horror aesthetic. 🤔

    Surely one or two must exist. 😅

    #Raw3D #retrogames

  16. I just noticed that 1920x1080 can not only be neatly divided by 2, but also by 3.

    640x360 would be a great resolution for retro graphics GUIs that can be easily scaled up for 720p, 1080p, and 4k while maintaining the original look and crispness.

    #Raw3D

  17. The revival period of "late 90s" 3D graphics in indie games is now going for longer than these graphics were actually used in mainstream PC games three decades ago. (On PS1 it was a bit longer, of course.)

    There had been less than 5 years between Descent and Quake III, and it's now been a similar time since Cruelty Squad and Northern Journey were released.
    (Dusk is 7 years old, but it took a while for other developers to pick up the style as well.)

    #Raw3D #90sGames

  18. Randomly thinking how a Cyberpunk 2077 demake in id Tech 2 engine would probably look amazing.

    #Raw3D

  19. I do remember how back in 1998, people were pretty much in agreement that Unreal had better looking graphics than Half-Life. (Even though everyone I knew thought that Half-Life is the much better game.)
    But hey, it's Unreal Engine 1! Of course it looks great.

    But now that I've seen the graphics of Blood II for the first time, and looked again at Sin, I think that apparently Half-Life had pretty crude graphics when it was released.

    #Raw3D #retrogaming #HalfLife

  20. I'm a big fan of the low fidelity 3D graphics of the late 90s, but even back in the day, I found the 3D graphics of games just a few years older very offputting.

    youtube.com/watch?v=lePSeVyd5As

    #retrogaming #Raw3D

  21. I am studying the visual style of 3D games from the late 90s, and one thing that I am noticing as a big jump from "PS1 era graphics" to "PS2 era graphics" is that the edges between polygons mostly disappear. It's most visible in character heads and clothing. A pants leg appears like a single continuous surface.

    What's the new technology that became common around 2000 that enables this?

    #gamedev #retrogaming #Raw3D #gameengine #graphics

  22. My #hobbydev goal for #IridiumMoons this year is not even to make a first prototype in Godot, but simply acquiring the skills in Blender to make all my own model and texture assets in the #Raw3D style I am aiming for. And maybe also doing animations and visual effects.

    If making an actual playable game were to elude me, I could at least enjoy making screenshots and trailers for fake games as a hobby. 😅

    Took me already two weeks to get back on that Blender horse again, though.

  23. @carlosefr Slander! Most 90s graphics age amazingly well! 😆
    #Raw3D

  24. The GZDoom/Build Engine/PSX pixel style is one of the strangest art movements I've ever come into contact with, and I love it.

    I don't even play boomer shooters (which I think the large majority of these games are), but I love this style of visual expression. In a way, it's Impressionist painting in a new medium, combined with unconventional grotesque subjects.

    I wonder what trained art historians would say about, who don't dismiss it as trivial.

    #retrogaming #Raw3D #art #design

  25. As a big fan of the Raw 3D graphics of the late 90s and the recently growing movement of taking this retro-aesthetic past the computation limits of the old hardware, I am finding myself hugely fascinated by Half-Life: Extended.

    It's still Half-Life running on the GoldSrc engine, but the levels have been significantly expanded with more environment details and light effects. I think this looks really cool and is a really fun idea.

    youtube.com/watch?v=n-8Nf0-CHgM

    #retrogaming #Raw3D #HalfLife

  26. I wonder how a game with late PS1 graphics (Metal Gear Solid, Vagrant Story) would look like with cloth physics for long hair, cloaks, and scarves, and branches and banners that swing in the wind.

    The inability to have long hair and cloaks was always the one thing that I was missing from those old engines to be perfect the way they are.
    Should be easy enough to do now, but it might look weird and wrong to us now.

    #Raw3D

  27. Someone providing more evidence to my hypothesis that low-fidelity game graphics put a lower workload on the brain to process what it's seeing compared to games filled with lots of small clutter to create more realistic environments.

    Which is what I believe to be a major factor in how 90s games really do "feel" objectively different to play from 2010s and onwards games.

    youtube.com/watch?v=yuK-oafQP1s

    #retrogaming #90sGames #Raw3D

  28. Cool to see this topic got this much engagement.

    Really makes me feel like #Raw3D is a thing that more than three weirdos care about.

  29. Out of genuine curiosity: Have there been any retro-styled games in the last 20 years to emulate the visual style of the Nintendo 64?

    Goldeneye and Shadows of the Empire do have a lot of fans, as to Ocarina of Time and Majora's Mask. Perfect Dark also looks very impressive.

    But to my knowledge, this look does not have any of the modern appreciation that the Playstation 1 look has.

    #retrogaming #Nintendo64 #N64 #Raw3D

  30. Following a conversation about early full 3D game graphics from late 90s and that we should have a name for this art style similar to "pixel art" or "low poly", we came upon the term "Raw 3D".

    It's meant to cover the art style these classic and recent games.

    - Quake
    - Jedi Knight
    - Unreal
    - Metal Gear Solid
    - Half-Life

    - Dusk
    - Northern Journey
    - Hrot
    - Beta Decay
    - Peripeteia

    But what technological traits actually define this art style? How is it achieved?

    #retrogaming #indiedev #Raw3D

  31. Raw3D is such a fascinating and compelling (and fast and cheap) visual style for games, and I love looking at all the indie ImSims and survival horror games from recent years and upcoming for inspirations.

    But all of them are post-apocalyptic cyberpunk, which isn't at all what I am going for.

    Northern Journey is the one example I can think of with prominent Raw3D nature landscapes, but that game is also dark, grey, and wet. Nobody got any love for sunshine and color? 😕

    #retrogaming #Raw3D