Retro style VCR cleaned up, textured and hooked up in Blender. Is it just me or is there something cool to that black and white renders?
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Retro style VCR cleaned up, textured and hooked up in Blender. Is it just me or is there something cool to that black and white renders?
Time to improve and polish the VCR Player. Will also be retro style, textured at low pixel density.
The retro-style 28" CRT TV from 1990s is finally on Fab! Low poly, PBR and with low texel density (2px/cm) for the classical lo-fi look. Two variants (flat/curved), 512 px textures. UE5 project + fbx/glb/obj/usdz/blend.
Really enjoy this style. Do you want to see me make more models like this?
The CRT in Unreal Engine looks great as well! Still need to package it up for Fab, but it's close. Taking way more time than planned though 😅
Deiced to see how that Retro style CRT TV looks like in Unity. HDRP vs URP comparison below.
This CRT is killing me 😅. Another mistake spotted: material settings for the screen part. Now it's looking way better.
When you use UE5 Movie Render Queue for screenshots and forgot to turn off motion blur 😅
What's your classic render mistake?
The Retro CRT TV looks great in Godot as well :)
Deiced to see how that Retro style CRT TV looks like in Unity. HDRP vs URP comparison below.
Improved how I make screen for the retro style CRT TV in Blender. Had to use Glossy BSDF and add things that can be reflected back for better look. Also, I think I'll go without volumetrics, for better showcasing the model.
Retro style CRT TV:
Retro style CRT TV: Front vs Back. Preparing this model for release. Rendered in Blender/Cycles.
Pixel Art / Retro texturing in SP
Figured out SP->UE height painting for PixelArt/retro textures(1-2px/cm):
Height 2 normal
Flatten height
Pixel8r on normal
Was the last piece for robust Blender -> SP -> UE workflow.
Ex for 128cm and 256 px texture (all big details: height painted).
My retro props (CRT, VCR, cassette, etc.) just showed up in an indie game teaser - pretty cool feeling to see them in action!
Steam store page is up too!
Dark Rooms is a survival horror room-drafting game set in a looping nightmare. Expand the map by placing rooms at the cost of stability. Fig
Short video showing retro style VHS tape model I made for Dark Rooms in UE5.
Experiment with emissive materials in UE5.5
This asset pack contains 12 high-quality doorbells, each available in two configurations: a single combined mesh and a separated version with button and base/housing as distinct parts. Every doorbell includes two texture variants – clean and dirty – to match a wide range of environments and use cases. Designed for games (FPS, horror, etc.), architectural visualization, and other interactive experiences. Example interaction blueprint included.
It took way more time than I anticipated (overall over 100h of work so far, around half on modelling/texturing the other half on UE side and publishing). But it was also super fun project to work on.
A few random notes:
Before tackling that project, I would never suspect that making such simple objects would be fun
Geometry is relatively simple, the most effort was in texturing
I used Blender 4.2 for the first time in production. I had quite a few issues with it. Most related to the new autosmooth behavior. I think I got the hang of it now though, but I still spent more time on this part vs what was before. Also, somehow usdc/z export was crashing Blender in 4.2 for me, so for that I used 4.4.
Other tools I used: Marmoset Toolbag 4 (still haven’t upgraded to 5) and Substance Painter 2024.
The Unreal Engine version on Fab supports 4.27+, but most renders are from 5.4 and 5.5. At one point when I was working on this pack I did a comparison of renders with the same camera setup between UE4 and UE5. I was actually surprised how better the UE5 renders are. Not only they did reflect better lighting parameters (like temperature), but also were just crisper/more clear.
At one point I needed tillable concrete material for wall. I made one in SP, which is not the standard way of doing those, but I’m quite satisfied with the result. The wall in UE renders (and in video) is using that material.
I used RD Lighting Kit for UE. It did save me a lot of time on making the renders look good!
The blueprints I added were relatively simple, but I felt that they needed to be documented. It wasn’t that much work to write the docs, but it wasn’t fun part of this project :stuck_out_tongue:
Aside from Fab I plan to also release them on Unity Asset Store (and probably in few other places).
ArtStation link: https://www.artstation.com/artwork/XJ4wZ0 Fab link: https://www.fab.com/listings/35db0717-fd1a-4d39-a200-4c73b19f5ae6
On both sites you can check out more renders, but on Fab there’s also 3d preview.
Quite a long time without updates. Currently working on an asset pack of... doorbells. They are surprisingly fun to make... and I'm spending way too much time on detailing them 😅
Forgotten Graveyards: Low Poly Cemetery Mega Pack Released
It's out for Unreal Engine! Forgotten Graveyards: Low Poly Cemetery Mega Pack - a massive asset pack with 1.4k+ high-quality, low-poly, optimized, and beautiful game-ready assets. Can't wait to see what you'll create!
Demonstration video:
Marketplace link:
Massive asset pack with over 1.4k high-quality, low-poly, optimized, and beautiful game-ready assets.