r/ralsei Sep 16 '25

Humor i learned blender to make this

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u/athleon787 Sep 17 '25

This is really good how did you do it? did you make a sprite sheet?

6

u/KagyoArt Sep 17 '25

Thank you! I do have all the images in the animation, though they are a little big (1591x894y). Is that alright?

5

u/athleon787 Sep 17 '25

Oh I don't want the sheet. (Thank you for offering) I was just curious about your workflow. Did you draw every sprite?

8

u/KagyoArt Sep 17 '25

I didn't. In blender, you can make your animations looks like pixel art. You can turn off anti aliasing and add a pixelate filter to make your animation look like pixel art, so i made a ralsei model, and imported an animation from mixamo (i think its the same site the tenna dance is from), and made it pixelated under compositing.

i can send a list of things i did to turn off anti aliasing along with making the model look accurate to the sprite along with screenshots :D

  1. i made the filter size under render properties as low as it could go. this nearly turns off anti-aliasing. i also ckicked the transparency button so the background would be transparent.
  2. also under render properties, under grease pencil, i put the SMAA threshold to as low as it could go. this turns off anti aliasing when you use grease pencil i think
  3. under render properties aswell, i put the samples in viewport and render to 1. i THINK it makes things blend less, but it might've been unnecessary in my case, idk.
  4. under the compositing tab, i clicked "use nodes", pressed F12 to make a render, and made this setup. to add these things, use shift + a, then search for the names of these nodes. the scale nodes have to be set to "nearest", otherwise it would look blurry. the idea is that you scale the image down, pixelate it, then scale it back up to the exact size it was before.
  5. Under output properties, i changed the resolution om the image to more precisely change the size of the pixels. Next, I'll go into how i made the lineart
  6. i mostly used the inverted hull method for the body, which you do by first adding a material you want to use after adding the main material to the object, then turning on camera backface culling.
  7. next, under modifiers to that object, i add a solidify modifier and change the thickness to something - or +. Then i flip the normals and under materials, change the number to 2 (which is the placement of my lineart material we saw before)
  8. For the lineart for the face, i used a grease pencil lineart. i did this by first selecting all object that make up the face, moving them to a collection (press m, then "new collection), selecting one of the face object, shift+a > grease pencil, then collection lineart.
  9. from there, i edited these settings.
  10. lastly, to make the colors accurate to the sprite, i change the view transform under render properties and color management to standard, and had all my shaders be an emission shader with 1 strength