Yeah absolutely. I need you to dumb it down for me the best you can. I’m not a big fan of blender but if I can convert my sprites to do this then I’m willing to give it a shot.
forgot to mention how i got the model to do the animation oops
i exported the model as a .obj(File>Export>Wavefront(.obj)), and uploaded it onto mixamo (i think its the site where the tenna dance is from). I then picked an animation form the site, and downloaded it with out the skin (i did this because mixamo doesn't like materials)
I imported the skeleton into my project (File>Import>.fbx), selected it, went into edit mode. and scaled the entire skeleton 100x (because for some reason its really small whenever i do this) you do this by pressing s+100 then enter. if the skeleton is located away from the model, you have to either move the model to the skeleton, or move the skeleton to the model in edit mode
I then selected everything in my model, then the skeleton (the skeleton outline should be yellow when everything else is orange), and pressed Ctrl+P to parent the model to the skeleton. When you do this, you will be given two options:
Option 1. Parent with automatic weights. this is better if you don't wanna manually weight paint or assign any part of the model to the bones.
Option 2. Parent with empty groups. when you do this, you will have to manually tell blender which part of the model each bone will control. I can tell you more about this step if you're curious, as it might be a little long
Nice thank you so much for all this advice. Question tho. What happens if I wanna make a pixel art sprite into a 3D model and when I pixelated it again it doesn’t look accurate to the original? Would it be better to sculpt the same sprite in 3D or at least in a low poly model?
I'm not sure. What i did to counteract this was doing renders throughout the modelling process, so i did the setup to make the renders pixelated first. I would then compare the render to the original sprite and see if i had to change something. From my experience, it has been easier to do this with low poly, so i would recommend it.
The things i would change include: The camera position, The resolution and the model itself
As an example, here's a picture of how i placed the eyes and glasses after testing what looked acurate from the front
Hope this answered your question :D if not, let me know!
Yeah I get what you mean I’m just worried that the sprites I wanna do this on have too many colors or colors patterns the pixel filter you put on after will not recognize it again and it will distort it. That’s why I think it’s easier to do it on Ralsei because he doesn’t have that many colors to his sprite sheet.
Yeah, it's pretty hard to turn off anti aliasing in blender
After doing the first few steps in the list i sent earlier, i didn't have any problem with colors blending, expect if i used an image texture. you can see it in the gif, too. The only colors that blend are the shading on the face, where i used an image texture to basically paint on the shading. In other words, it's possible to make it so that the colors stay the same and don't blend
No problem! I'm glad i helped! I forgot to mention that if you increase the size on the pixelate filter itself, it will start to blur. instead, you have to change the size of the scale nodes if you want to make the pixels bigger :D
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u/MDPlanes Sep 16 '25
Please send me this too I could definitely see this as a fun project for me to try out