So one of the "downsides" of the computer graphics industry is that it's always striving to get better - so I'm having a really hard time trying to find something that will let me render things in really terrible quality - think 80s/90s ads like this: [ame]
https://www.youtube.com/watch?v=fv59aPNU1Ng[/ame]
Any suggestions?
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It's important to note that most everything was modelled out of nurbs which because of it's limitations is often only solid colors or procedurals, notice how everything is both hard edged and incredibly smooth.
I've actually not picked a renderer for this yet - I usually only do realtime things, so I've not got a renderer I use normally. I was hoping I could get some tips on a renderer to use for this, with this thread.
or get yourself a period-correct sgi workstation with softimage 3d or power animator installed and it'll be all set correctly right away.
Maybe look into behind the scenes info for 3D 90s shows like Reboot and Beast Wars that had this kind of look. You might be able to find out what renderer they used.
A sign of the times was having 'chrome' applied to as many elements as you could too.
Also try looking up generic tiling textures.
As thomasp said, get yourself an old version of whatever software you use. Try only using the default shaders and sample textures provided with it.
You have 4 basic material choices for that era. Blinn or Phong for shiny stuff, Lambert for basic diffuse stuff, and environment mapped for the chrome like stuff, sometimes multiplied by a surface color.
The aesthetic was largely driven by hardware capabilities of the time, so lower polycounts are a must, you can do smooth vertex normals, but forget about normal mapping.
Animating Stuff is largely segmented hierarchies of objects, because the math behind a bone deforming mesh was still too computationally intensive to bother with in production work.
Lighting should be kept to simple point/omni and spot lights plus a scene wide ambient term to fill in shadows. "Radiosity" or "global illumination" started to be available in the later 90's but you still needed renderfarms for it, so for anything less than Pixar or ILM, you weren't likely to see it.
Another key point is to recall the output resolution of the time. NTSC TV broadcast is 640x480 interlaced. So you may want to output to that resolution, or downsample your final render to that size then rescale with bilinear filtering to get the same, rather fuzzy, output.
It would be like when modern film makers use modern equipment to try and emulate the older look. Just use the old cameras instead.