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Low-Poly Leko Animation

I love me some low-poly stuff, and figured I'd go all in and try for the old-timey full low-resolution look. Scanlines, blur, 4:3 aspect ratio, the works. Played around with some test renders in Photoshop to get a general idea of how the effects would look, and once I was happy with that I commenced with implementing them in After Effects.

If I have one problem with the final product, it's that the scanline effect darkened and desaturated it more than I would have liked, but aside from that I'm super happy with the results. I feel like I captured the spirit of 90s game developers using the fuzzy CRT displays to their advantage by cutting corners (in many cases quite literally) with their modeling. Nowadays with our fancy, super sharp HD screens we see every flaw of the old games laid bare in stunning 8K resolution.

I love that this deliberate low-res, low-poly aesthetic has become the new "retro" style in the indie game dev realm. I guess pixel art is "antique" now?

Also, I think I set a new personal record for most programs used to create a single piece. Blender for the modeling and animation. Aseprite for the textures, Photoshop for the scanline overlay (which I probably could've just done in Aseprite as well, but it would've taken 10x as long), and put it all together in After Effects.

Final animation with scanlines and blur.

Animation with no effects.

Experimented with adding scanlines and blur in Photoshop to see how it would look. (Originally attempted to get the blur effect by simply scaling it up, which is why it's larger than the unmodified render.)

Experimented with adding scanlines and blur in Photoshop to see how it would look. (Originally attempted to get the blur effect by simply scaling it up, which is why it's larger than the unmodified render.)

First test render with no effects.

First test render with no effects.

Character model with wireframe.

Character model with wireframe.