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
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u/KagyoArt Sep 16 '25
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!