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Lollie
@Lollie

Fussy Ambassador Lollie (FoxSoft) for PC-98, 1987

640×400, 16 colors from a 12-bit color range, Australian winters are a farce. 💪🦊💦
I've posted a complete write-up + WIP shots for this piece on my site, here!


Lollie
@Lollie

I ended up using every tool in my toolkit to finish this piece, so here's a look at all the separate elements that I composited together! Breakdown under the cut.


In order:

  • Clip Studio Paint for the sketch. At this point, I only had vague ideas about what the UI should look like, and I'd always planned on doing the background in…
  • Blender, for modelling the storefronts. I also used this as reference to help keep Lollie's head looking correct in perspective, front-on plus low angle cam is awkward. Please also enjoy the junky cube model standing in for his body.
  • The trees were assets bought from SketchFab, here. Blender's Grease Pencil and Line Art modifier were used to automatically generate lineart for the front tree. There's a handy tutorial explaining this technique over here!
  • After Effects and the Knoll Light Factory plug-in (RIP, thanks Maxon) were used to design the lens flare. This allowed me to split the lens flare into separate elements, which was crucial for the next step.
  • Photoshop's Save For Web feature, as old as it is, is excellent for crunching images down and applying different forms of dither. This was used to process the trees and 5 of the 6 the lens flare elements. (The hexagon flares were redrawn manually in…)
  • Aseprite is where it all came together. Lollie and the storefront renders were drawn over the top pixel-by-pixel, shaded manually. The trees received minimal touch-ups. The lens flare had to be stacked and recolored layer by layer, so that I could simulate additive color-blending without breaking out of the 16-color palette.
  • The UI was pixeled up from scratch in Aseprite. This includes all of the text! Aseprite's text tools are virtually non-existent, so I made each letter on the spot.
a screenshot of my pixel-art font with the planning layer enabled

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in reply to @Lollie's post:

TBH this was one area that I didn't look closely into, so I'm not really surprised lol. At the very least, it definitely wouldn't have played smoothly - a simple 2-frame animation would've been more realistic, providing it worked at all.

i don’t know how i missed this but holy shit am i glad i caught it eventually. this is incredible work! genuinely didn’t notice it was only 16 colours until reading the description.

Looking this up, I have now been inflicted with a desire to learn how the PC-98 original compares to its Sega Saturn port, or its 2017/19 remake, despite knowing literally nothing about it until this moment

in reply to @Lollie's post:

So for the storefront, I made myself a couple quick guides (literally just some angled lines) in Aseprite, so that I could use them as reference in one of Blender's cameras. Select a camera > Object Data Properties > the "Background Image" section.
Blender screenshot - the camera view is active, with a reference image overlaid on top of the scene
This was crucial for getting all the angles to line up cleanly. I actually had to abandon a first attempt at pixelling the background because I hadn't done this step originally, and the lines were coming out so ugly, lol.

The tree's line art - Because these lines were generated with Grease Pencil, the rendered result required a little extra finessing in Photoshop. I sized it down with Nearest Neighbor scaling, and used Levels to obliterate as much antialiasing as I could.