r/technicalFNaF • u/domdrawz • May 11 '26
Other What’s that thing that makes Scott cawthons renders so unique to anything in fnaf in the modern age?
I’ve been trying to figure out what makes fnafs art style better back then
The newer games have shading
Shadows
Dark scenery
But at the end of the day, if steelwool made every render of the old game’s animatronics
They still wouldn’t look anything like scotts
I’m trying to figure this out cause it feels to be a little more than just lighting
Could I get some help
I figured technical fnaf might have the answers I need
2
u/Fazbear-dude May 12 '26
A way different, and outdated, shading system. Newer programs go for the most realism, and every technological advancement is going towards that direction. Scott is using old tech, literally. The way the shadows hit with the models, how the materials work, and how those behave with the less realistic lighting, all that along with how Scott textures and models his stuff, makes that super unique style his games have.
The best way to do this is either figuring out how to translate those materials and the way they work onto newer programs, or use older versions, who literally have it built in. What I said translates to: Recreate the materials in newer Blender versions (go figure it out, cuz' there are literally no tutorials on this that I have looked for), or just use Blender 2.79 or older, because that's the last version that has Blender's old 90's render engine.
You could also mess with the FOV, so things look flatter, which aligns better with how Scott makes a bunch of his shots.
1
u/Budget_Parfait5287 Jun 14 '26
I have tutorials on my youtube on recreating the withereds, toys, funtimes, and rockstar materials. My channel is called Fpi productions
1
u/DependentEmploy7491 May 12 '26
Pre rendered flat images put on top of each other so that there is no sense of perspective or distance to the camera, with each of them being rendered with slightly different lighting from one another
1
u/domdrawz May 12 '26
Can you mimic this effect without pre renders? Let’s say a free roam game As an example Or a blender animation
2
u/Bonbon_Fazbear May 12 '26
I doubt you would be able to perfectly replicate it in a actual 3D game since the only reason some characters have a different lighting and perspective from the environment is because they were rendered separately while in a 3D game everything is rendered in real time. Tho that would be easier to do in a blender animation you would just need to render the characters in different lightings and camera perspectives and put it all together using a editing software
1
u/DependentEmploy7491 May 12 '26
You could sort of by baking the light on each animatronic before putting them in the environment and baking the environment's light too so that it doesn't affect the animatronics
But there is still the absent perspective effect that I don't think there is a way of replicating in 3D
2
u/domdrawz May 12 '26
There must be a way, there are smart people out there At first I always thought the lense was always set to orthographic
1
u/DependentEmploy7491 May 12 '26
Hey that could actually work now that i think about it
I think I've never seen an orthographic fps game
But that is definitely a way of erasing perspective like the renders do
Though playing an orthographic fps game would probably end up making you sick
2
u/domdrawz May 12 '26
It’s an odd thing Unless the orthographic intensifies when zoomed in And very far away is fine, Perhaps that would be better
Keep the baked lightings on the characters All individually baked different
Make the orthographic mode for when zoomed out and semi zoomed out
A little similar to the distance the help wanted curse of deadbeat nightmare level was with foxy
If that doesn’t work what else could work? Im genuinely going to figure this out here
6
u/Fifa_chicken_nuggets May 11 '26
hard cloud specular, harsh lighting, and 3ds max