/retro/ - Y2K

1990s and 2000s Nostalgia


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Wanna watch some /retro/ TV? Check out https://www.my00stv.com/

RULES

BUNKER


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Aesthetics thread
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A have a bunch of old CGI saved. A lot of them are pretty small, but I'll still probably post more.
Replies: >>1014 >>1072
>>1013
For some reason, I really appreciate the unpolished look of old CGI, that unreal sharpness. There's a beauty in it.
Replies: >>1018
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>>1014
I actually hate most CGI, but there's something really charming and likable about the more vintage kind. Something about the crudeness of it makes it seem like its own style, as opposed to seeming like it's just trying to just ape real life.
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Check out digitalblasphemy.com

The artist who owns the site has been working since 1997
Replies: >>1023
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>>1019
I was actually going to post some of his stuff, but I think the filter got me. I keep running into problems with duplicate images.

I have that third one saved, but the file I had before you posted that one is much smaller.
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>>1023
saved. altitude1920a is wallpaper material.
Replies: >>1026
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>>1025
It's a little too refined for my tastes, but I have a thing for hot air balloons and blue skies. Same for the sunflowers in this second image.
Replies: >>1027
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>>1026
First. I mean.
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This first one was upscaled.
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Tried some more upscaling. I don't think the one with the swing turned out well due to the obvious image noise.
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Should I continue with these or just post the originals when possible?
Replies: >>1054 >>1059
>>1050
The noise does add that mid-00s flavor, i like it although for archivist reasons some might not like it.
But i guess they can back search via image, i'll say you should proceed.
Replies: >>1060
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>>1050
Someone on /wg/ paid for membership and made a torrent archive which is apparently all of their wallpapers up to 2014. Unfortunately at the moment there's only 1 leech, hopefully someone in a different timezone will seed it.
Yes, it's 32GB. It has all the resolutions.

If that doesn't work, you can scrape a heap from https://archive.nyafuu.org/wg/ searches. There's some good threads with other artists, pic 3,4,5 related.

magnet:?xt=urn:btih:EFCB910981FC3FCA9767C66A6F66E3C808AB1D70&dn=DigitalBlasphemy+Wallpapers+2014&tr=udp%3A%2F%2Ftracker.openbittorrent.com%3A80&tr=udp%3A%2F%2Ftracker.istole.it%3A80&tr=udp%3A%2F%2Ftracker-ccc.de%3A6969&tr=udp%3A%2F%2Ftracker.publicbt.com%3A80&tr=http%3A%2F%2F9.rarbg.com%2Fannounce&tr=udp%3A%2F%2Fopen.demonii.com%3A1337%2Fannounce&tr=udp%3A%2F%2Finferno.demonoid.ph%3A3389%2Fannounce&tr=udp%3A%2F%2Ftracker.zer0day.to%3A1337%2Fannounce&tr=udp%3A%2F%2Ftracker.leechers-paradise.org%3A6969%2Fannounce&tr=udp%3A%2F%2Fcoppersurfer.tk%3A6969%2Fannounce
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>>1054
Okay, I'll try some more later on.
>>1059
It's too bad there are aren't any seeders on that torrent. I'll give it a try anyway.
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Unfortunately, it doesn't look like the torrent option is getting anywhere.
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>>1013
I just read some books from a guy named Jurgen Ziewe detailing his out-of-body experiences and interdimensional travel, and it turns out that he's the guy who created those first two images. I came across a book of his work a while ago but couldn't remember his name for the life of me. I'm thinking about buying it.
I love these kinds of motion graphics.
https://www.youtube.com/watch?v=y6HCnub_OoU
https://www.youtube.com/watch?v=_YW1HY6tBmk
>tfw gizmodo was just a big scam
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Is there a term for this particular design style?
Replies: >>1136 >>1139 >>1151
>>1135
I don't even know what you'd call it, although I remember seeing it around a lot in the 2000s.
>>1135
Y2K Aesthetic. Probably.
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>>1142
When I think of 2000s imagery, I usually picture palm trees and sunny weather like in that last one.
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>>1148
Last pic looks straight out of POV-Ray. Used to love messing with it back in the 00s.

These aren't mine, I just found them on a Geocities archive. He included the source code for some of his pics, so I rendered what I could in a higher resolution. Some of it didn't render though. Just wasn't compatible with newer versions of the program. This is where I found it: https://www.oocities.org/siliconvalley/pines/5520/
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>>1135
This is called the Metalheart aesthetic (~1998-2004), I saw a post about this exact style on the Y2K Institute:
>Thought I’d start doing some posts on various aesthetics I’ve been studying since starting my exploration of Y2K four years ago. Metalheart, named for the 2001 book of the same name cataloging the work of Swedish designers Andreas Lindholm and Anders F. Ronnblom, is a visually complex and heavily digital aesthetic popular in the very late 90s and early 2000s. Its precursors include experimental deconstructivist works of designers like Zaha Hadid, the loud and expressive graphics used in rave flyers of the era, and designs by firms ATTIK and Me Company.
>The style further developed in online communities like DeviantArt,  Customize.org, and Depthcore, becoming more elaborate and complex as time went on. The hallmarks of this aesthetic included intricately-crafted, abstract, chaotic, and dramatic digital compositions, futuristic ‘tech’ interfaces with superfluous type, extensive overlays and effects, short (sometimes cryptic or poetic) phrases, and mainly dark/cyberpunk titles like ‘Deterioration, Injektion, Overdose, Biohazard, Brokenfaith’ to name a few. Since the popularity of this style was concurrent with an era of intensive user customization, it manifested in a variety of forum signatures, wallpapers, UIs, and skins for mp3/media programs.
Source post (archived): https://archive.ph/1Z7sD
>>1150
>Some of it didn't render though. Just wasn't compatible with newer versions of the program.
Judging by the creation date on some of the sources, they were either made to render with POV-Ray 2.2 or 3.0 so do try those versions.
Replies: >>1157 >>1186 >>2100
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>>1150
Yeah, I love that primitive style that POV-Ray images tended to have. It's capable of doing highly detailed images, but I prefer the really stylized and rudimentary-looking ones.
>>1151
Damn what an awesome page
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>>1162
That eyeball picture is just the right amount of surreal for me
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>>1175
First pic reads like something straight of a Far Side comic, I love it.
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>>1181
To me it's a nice time capsule from that period.
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>>1171
Nice artstyle :)
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>>1151
I tried finding the Metalheart book to download but it's not available anywhere, I did however find the CD-ROM that came with the book and found some cool hi-res wallpapers inside!

>>1182
>third pic
That's some trippy shit.
Replies: >>1187 >>1188
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>>1186
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>>1184
Definitely. Here's a more high-res version of the second image. There's something charming to me about that older render though.
>>1186
>That's some trippy shit.
It's from a game called Fin Fin on Teo, the Magic Planet. LGR did a video about it. I've never played it, but it looks really charming. Here's an Internet Archive link that supposedly works:
https://archive.org/details/finfin
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>>1198
Which program made these? I wanna render such beautiful clouds.
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>>1199
The guy's site said most of his work was made with POV-Ray.
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>>1200
Got a link?
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>>1210
Here's his site:
http://www.infradead.org/~wmp/scenes.html

There are some nudes, so it might be considered NSFW.
Replies: >>1216
>>1215
Pog
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>>1224
The river and bedroom scenes are extra comfy
Replies: >>1228
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>>1226
Definitely.
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>>1231
<hi-res Mark Miller renders
Where did you get these?
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>>1232
I hate to admit it, but I found most of what I'm posting off Le Reddit's vintage CGI board.
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>>1233
>I found most of what I'm posting off Le Reddit's vintage CGI board.
Take what you can, give nothing back!
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>>1234
Yeah, there's no way I'm going to make an account there or anything. I have found that board to be a goldmine for these kinds of images, even if it's a pain to scroll through due to crappy web design. I collected about three months' worth of image posts I found interesting last time I went on there.
>>1234
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>>1238
First pic is incorrect, here's the correct version.
The reason it looks like this is because the image used as a height map (i.e. how the ground is shaped) was rotated. So by rotating the map back to its original orientation the picture now makes sense, no more floating palace.
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>>1255
Thank you. As obvious as it is, I never even noticed how that was floating. I was too busy looking at the centipede monster thing.
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>>1233
Fun fact; the first pic was a WIP which later became pic related. Sadly the source file for the completed version was never shared, only the incomplete version.
Third pic is also incorrect, for some reason it renders garbage using POV-Ray 1.0 but not 2.0. I uploaded the correct version.

>>1256
>I was too busy looking at the centipede monster thing.
Funnily enough Mark Miller calls it a "slug".
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>>1257
>Fun fact; the first pic was a WIP which later became pic related. Sadly the source file for the completed version was never shared, only the incomplete version.
Neat. I'm not sure which one I like better. I find the Fisher-Price colors and floating orbs of the original charming, but I like the water and the more put-together appearance of the later one.
>Third pic is also incorrect, for some reason it renders garbage using POV-Ray 1.0 but not 2.0. I uploaded the correct version.
Thank you. It does look much nicer with the proper columns and without the the creatures' unintentional proboscises.
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I don't know who made this but it looks aesthetic
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>>1262
It's from the Jeffrey Epstein level in Kirby 64.
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>>1263

8 / 10
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>>1962
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>>1967
Where are these picture from?
Replies: >>1969
>>1968
The CD store pics are from this site:
http://www.e-spaces.com/lbw/portfolio/projects/port_cdshop.htm

I don't know the source of the Technopolis ones, but they apparently date back to 1998. They look too rough to have been professional pre-rendered concept art from that time, so maybe they were real-time renders from some software release. There could have been some promotional program released prior to the Technopolis opening up as a way of generating publicity.
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>>1969
The CD Store states on that website, it was made using Virtual Home Space Builder
https://archive.org/details/vhsb_2.2
so it was a VRML website. Neato.
Replies: >>1974
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>>1971
It would have been interesting to see.
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I just got this. It's a neat little book of 3D artwork from 1997 and is the source for the Jurgen Ziewe images in the thread (most of them, at least).

It's worth a buy if you come across it and like that style of art.
Replies: >>2199
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I spent way too much money and got Metalheart with the CD included only to find out that the ISO I got from archive.org is the same one from the book so that's midly upsetting. It's a great book with a lot of truly beautiful art, definitely inspiring for my /agdg/ adventures. If you want to check it out you can get the CD from the first and second books here: https://archive.org/details/metalheart
Replies: >>2071 >>2074 >>2075
>>2070
actually that link only has a partial list of the files, here's the full ISO rip from my copy: https://www.mediafire.com/file/bsfiektwnhc8j24/Metalheart_is_Digital.iso/file
Replies: >>2074
>>2070
>>2071
This is great, thanks anon. scans when
Replies: >>2079
>>2070
Nice nips
>>2074
I don't know a way of getting scans in without destroying the book's spine, and it's something I'd really rather keep for myself for the future. I paid about $60 burgerbux for it which is way too much but I think it will be worth it.
Replies: >>2081
>>2079
That's perfectly understandable. If you do ever find a way to take decent quality photos/scans please do share them.
>>1151
I love this kind of skeuomorphic art style.  I hope to do something that can properly emulate it one day.
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These are conceptual images prior to the construction of some stadium or something. I wish they were bigger.
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>>2163
>I wish they were bigger.
Try running them through waifu2x
Replies: >>2166
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>>2164
Upscaling is definitely an option, but I meant bigger right from the start. Images that weren't considered small back then seem almost tiny now.
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Some Windows XP desktop images.
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>>2169
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>>2169
I have Bliss scanned at 600DPI. Remember this was medium format film. I bet it could be scanned at a much higher resolution too but even at 600DPI you'll see stuff you hadn't seen before. 

It is  a large 2.37MB file, you have been warned.
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>>2173
I have a whopping TIFF file of it in the same dimensions that's too big to post here, but this should be good for the people who don't have it. Thanks.
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>>2174
No problem. Is there anywhere we could get that TIFF file?
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>>2175
Here you go:
https://archive.org/details/theoriginalfilesofsomewindowswallpapers
Replies: >>2178
>>2176
Nice. Thanks.
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I have come to the realization that I am madly in love with the metal heart aesthetic and I want to replicate it using modern web technology.  Aside from the obvious (don't use XHR panels, don't use flat iPhone buttons/symbols), how can I do this?  There are a few archival sites I've found that discuss old aesthetics, but there doesn't seem to be any demand for people to make websites like this, and thus there are no tutorials.

I basically want to take standard CSS and make it look like everything on the page is made of molten metal, mercury, and other types of machinery.  How can I do this without just loading a shit tonne of PNG images for frames, borders, etc.?

I know that a lot of the animated and interactive websites I remember fondly were made with Adobe Flash, which isn't supported anymore - but surely there must be some way to replicate the look and feel of them, right?

Here are some resources I found which catalogue old aesthetics, so I'm at least contributing something:
https://www.webdesignmuseum.org/
https://yewtu.be/channel/UCLdCQ9kNutdT7rCF6ZOrFNg
https://yewtu.be/watch?v=V1we3O42ZWI (pic related)
https://www.webdesignmuseum.org/gallery/realityslip-2003 (pic related)
https://cari.institute/aesthetics/metalheart
https://aesthetics.fandom.com/wiki/Aesthetics_Wiki (this one seemed surprisingly robust considering it's a Fandom wiki - make sure you have your script blockers disabled)
Replies: >>2190 >>2192
>>2186
>How can I do this without just loading a shit tonne of PNG images
Your picrel looks like it's mostly made up of prefab assets, which makes sense since scaling was less of a concern back then. Gradients and single pixel borders seem integral to the look. CSS is turing complete so the answer is basically 'learn CSS' though there may be a performance impact of generating this design in real time.
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>>2186
I hate to break it to you but you'll most likely be using PNGs for everything, including borders because CSS borders are very basic unless you nest <div> elements to "stack" different colored borders which is a very very bad idea.
A few observations I can make from the websites you posted:
>the entire page is designed like an image, with pixel perfect placement and sizing of elements (forget about responsiveness and "mobile" layouts)
>images are kept to a minimum so they don't clash with the overall design and side/background graphics
>images that do get posted have the same colors as the website theme, this is quite autistic but it works in the favor of the overall aesthetic
>layouts are not minimal, but not overly complex either, it's a very delicate balance
>who cares about the content? I'm looking at cool graphics!
Good luck trying to replicate Metalheart, try to be as authentic as possible.
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>>2190
>prefab assets
I can live with that.  Vector images or large PNGs should be functional for most screen resolutions, and shouldn't be too much data since they'd just be simple gradients.
>CSS animations
I toyed around with those a bit and they seem promising.  I'll probably have to use that for most of the animations themselves, with minor adjustments to get unique movement instead of using the default movement curve.

>>2192
>stacking divs
Nah.  My personal website only uses a bit of that to make layout work: at the deepest, it's page wrapper, section wrapper, content wrapper, content.  I'll need to spend time thinking about colour schemes and how to make things look glassy or embossed.  This kind of creative stuff doesn't come easily to me.
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>>2195
You can achieve gradients with CSS, do not waste PNGs on that. Definitely make use of vectors if you can, but a properly compressed PNG will do most of the time.
>>1984
I ended up buying it too, I like how it explains the process behind making the images, will definitely be helpful for me in the future
Replies: >>2200
>>2199
Yeah, I also found those parts informative and was thinking of trying out the programs it mentioned in a virtual machine at some point. 

I also found it interesting how even his depictions of virtual reality are reminiscent of the descriptions of higher realities he gave in his two OBE books.
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It could just be me being dumb, but apparently there's an image program called JWildfire which makes metalheart fractal images and has a lot of config options.
https://jwildfire.overwhale.com/

I stumbled onto this in the napchan magazine thread and was impressed by pics related.  I'm going to try tinkering with this and making something distinct.
Replies: >>2211
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I was doing some portfolio stuff and by accident i did something similar to mid-00's cellshading when i was doing some improvised small apartment interior and had to tweak parameters in this new render program.
Simple basic colour palette, "shallow" textures pasted indiscriminately around and the key, thick black outlines around most stuff. The advanced lighting also happens to help a lot although it is not baked as it should be "supposedly".
In the second one i tried to "cartoonize" the sky like some games did but i might have to re-check my references to nail it better next time.
Replies: >>2210 >>2211 >>2259
>>2207
Looks incredible
>>2206
I remember you. Why don't you post the rest of your pictures? I really liked them.

>>2207
I feel like I'm looking at a real photo, except there are outlines... Kinda weird but nice to look at.
Replies: >>2259
>>2207
I find these pictures very pleasing.  They remind me of some of the better indie games I've seen in the last decade; neat use of a 3D art style and 3D technology.

>>2211
>I remember you. Why don't you post the rest of your pictures?
I hate to disappoint after all this time, but I really only have like three or four metalheart pictures.  You must have me conflated with someone else.
Replies: >>2290
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>>2259
>I hate to disappoint after all this time, but I really only have like three or four metalheart pictures.
No worries, here's the whole set of JWildfire renders. They were initially posted on sleepychan and I saved them.
Replies: >>2291
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>>2290
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I find the metal texture interesting on the one with the orange background.
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Some aesthetics I found with a font on github
Replies: >>2379
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>>2378
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hello there, i'm new on the messageboard :)

we are currently working on some metalheart visuals with a friend of mine, and i would have been curious to have some feedback on it. please feel free to give any tips or critics.
Replies: >>2411 >>2412 >>2427
>>2410
Nice work, I especially like #2 and #4 as they're the most authentic looking. #1 is a little too modern, #3 is nice but I'm not sure if it counts as metalheart.
>we
Who?
Replies: >>2418
>>2410
I like the second one, and I normally don't like the metalheart look.
>>2411

thank you! i appreciate the feedback a lot. and yeah, we use the "metalheart" term but there's actually a shit-ton of various references we're working with so, yeah, probably goes further the borders of metalheart.

as for the >who? , it's Mike Sunday, graphic designer and creative director from Toronto, CA. nice lad!
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>>2410
While none of them are bad art, they don't really remind me of the original metalheart. The original metalheart usually has overtones of metalic colors, and undertones of one of the different colors of tempered steel. Blue, cyan, and purple are common.

Pic 1 - looks to photogenic, doesn't have the CGI render look of the 00s
Pic 2 - color scheme looks too retrowave and the palmtrees give it an organic feel, whereas metalart has a very synthetic, space, futurist look to it.
Pic 3 - has a hand sketched look to it, not the high contrast CGI render look
Pic 4 - looks the closest but looks washed out

All of them seem to lack the grids, text, and every-other-line blinds effects. Hard edges are also lacking
Replies: >>2428
>>2427
Super useful post. I've been looking fore something like this for a while.
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I found this in a bad place so you don't have to:

https://www.are.na/evan-collins-1522646491
>Catalogue and attempts at categorizing 80/90/00's visual art styles
Replies: >>2497 >>2499 >>2523
>>2493
Pretty cool. Thanks for posting.
>>2493
excellent, thanks anon
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/pro/ crossover.
>>2493
Awesome!
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So how did you discover you were fully into the Y2K aesthetic? Does it just remind you of better times? Does something about it just click with something in your head? Do you think it's just cool to look at?
>>2524
All 3 I think. The nostalgia aspect is very powerful, Y2K reminds me of the excitement/optimism I used to have for tech, before absolutely everything became about mining your data and attention.
>>2524
I'm not fully into the Y2K aesthetic. I just like retro and vintage stuff in general, mostly how it looks.
Replies: >>2531
>>2524
I miss the computer and video game culture of the '90s that continued into the early 2000s. I don't find too much to be excited about nowadays in regard to any of the more typical media out there or the direction technology has been going. You could extrapolate that sentiment of mine to society overall. I feel completely out of step with the current year. I guess I even felt that way in the past. I've been into "retro" stuff for as long as I can remember.

I also generally don't like CGI, but there's something special to me about the relatively crude look of it that much of it used to have.
>>2529
Same. I'm more into the '80s and early '90s, but even then I just like old stuff as a whole. Different eras appeal to me in different ways.
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>>2524
I don't particularly like it more than anything else (I'm more of a general "retro" fan like others here), but it makes for a nice change from all the godawful crap the past decade brought us. It's also a nice change from the faux-80s synthwave/retrowave/asswave "aesthetic" that's taken off in recent years, which seems to look less and less like anything that actually existed in the 80s as time goes on.
Replies: >>2549
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>>2524
I’m old, this was my teenage years.
There's a VN called Aurora Memoria, which is basically a massive love letter to the Y2K aesthetic from it's presentation ,aesthetics, and soundtrack. Highly recommend taking a look at it.
https://priztats.itch.io/aurora-memoria-2093
Replies: >>2550 >>2554
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>>2535
I do like some memewave, but I do find the "aesthetic" crap annoying and played out compared to the real McCoy. So much of that stuff relies on cherrypicked and flanderized aspects of '80s culture. There seems to be such a narrow range of artistic influences, and I don't really like the lack of subtlety. Sure, a lot of actual '80s media was brash and in your face, but it wasn't the cartoon caricature of neon lights, sports cars, video game imagery, and explosions either. On top of that, a lot of it feels too digital too. Even back in the '80s when digital technology was a popular selling point in product marketing, things still felt way less artificial due to analog technology remaining in wide use.

I'm not necessarily knocking the people who make it and want to take things in their own direction, but it really doesn't do much for me a lot of the time. I also get the impression that a lot of listeners are more into what are ultimately derivative styles while not having much interest in what the music is supposed to be drawing from.
>>2547
>an inspired new take on a medium colloquially referred to as the 'dating-sim'.
The blurb's pretty pretentiously written, which turns me off a bit. Is the game as self-impressed as its description?
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>>2550
play it for five minutes and find out
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>>2551
This isn't that kind of situation. I'll probably give it a miss.
>>2547
>2015
Wrong thread >>768
>VN
Hard pass
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sorry for multipost
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>>2621
I like this one. It makes me miss the days when people were still excited about computer technology's potential and weren't taking it for granted.
Replies: >>2720
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I ran a bunch of Metalheart wallpapers that BadMovieNight shared with me through an AI upscaler, they turned out pretty well. They're here if you want them.
https://www.mediafire.com/file/9to7s78pt4pp5fa/Metalheart_Upscaled.zip/file
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>>2624
Heh, you can relive that excitement today Anon! 
 It's still quite alive & well if you just pick a hard enough problemspace. :^)
>t. /robowaifu/
>>2719
I hope someone's there to catch that table.
I found a site detailing the names of fonts used during the 1990s: https://fontsinuse.com/tags/400/1990s?page=1
Thought it might be useful for some Anons.
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>>2752
I recognize so many of these... I've seen some of them imitated on google fonts.
On https://int10h.org/ plenty of cool retro fonts and nice demos.
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Some concept art made for Warzone 2100.
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>>2956
Those are some cool pieces, they could easily be cover art from a DOS game or something.
Replies: >>2960
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>>2957
Yeah, they make me think of something you would have seen in a magazine ad.
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Reposting missing files is going to be tedious, but I'm really glad that most of the board was archived.
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A lot of this might be out of order, but whatever.
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>>3182
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If anyone remembers a specific image I posted recently that I'm forgetting and you'd like to see it, please let me know.
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Another old site I found with some cool renders
https://web.archive.org/web/20130116003457/http://runevision.com/
Replies: >>3296 >>3297
>>3295
I've got a question about #4. How do you 3D render an impossible shape?
Replies: >>3298
>>3295
Oh hey I've stumbled on him before, he's still around it seems and has a nice tutorial on blobs:
https://runevision.com/3d/blobs/
Also worked on FLIPSIDE, the 2D platformer HL2 mod if anyone remembers that:
https://runevision.com/multimedia/flipside/
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>>3296
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>>3298
Ah. Now I see. Thanks.
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Found another good one 
https://endeffect.com/
Replies: >>3301 >>3328 >>3331
>>3300 (checked)
Nice. Are those trees billboard textures?
Replies: >>3304
>>3301
I think so, based on the "flat" UFO shadows... Although I could've sworn Bryce had its own tree shape with properly modeled branches and leaves.
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>>3300
I can hear futuristic drum and bass rhythms and cold '90s ROMpler pads just looking at those.
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This one gave me a sensible chuckle.
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>>3330
These trees look very similar to >>3300 so I guess those are actually 3D.
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>>3333
I find those renders based around idealized versions of classical imagery really enticing. That picture reminds me of a more idyllic version of the island from Myst.
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Isometric renders are great I think. I love rollercoaster tycoon too. Anyone got more pics similar to this ?
Replies: >>3339
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I'm so happy to have found this threadn this is great
Replies: >>3339
>>3335
>>3336
Games abandoning isometric 2D graphics was a mistake.
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what a fucking mood
Replies: >>3346
>>3341
The first one is perfect. Is there a name for that style? Like manual illustrations, cyberspace and corporate art combined.
Replies: >>3347 >>3370
>>3346
Yeah I really like old school corporate "art" from this era.
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>>3346
I don't think there's, I tried to reverse search it but the best I could find was this which isn't really satisfying
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>>3370
And this also, sorry for doublepost
Replies: >>3372 >>3375
>>3371
That's rad, good find.
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>>3371
That's a nice one. Reminds me of images like these, which have probably already been posted on this board before.
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>>3375
I'm pretty sure I've turned most of these into puzzles on /comfy/
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>>3393
I remember that era when internet was still a niche thing and started to get popular. There always was a kid on a surf wearing cool clothes and futuristic gears.
Replies: >>3398
>>3396
Yeah, I think I've seen at least one of them over there before.
>>3397
Back in those days media people seemed to earnestly believe that wearing sunglasses indoors and a backwards baseball cap were cruise control for cool.
Replies: >>3555 >>3557
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>>3398
"The Itchy and Scratchy and Poochie Show" is a simpsons episode that aired in 1997 and allready made fun of this stereotype/trope

I wonder when it was ever cool to begin with
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>>3398
>Back in those days media people seemed to earnestly believe that wearing sunglasses indoors and a backwards baseball cap were cruise control for cool
>>3555
>I wonder when it was ever cool to begin with

It wasn't!!??? I sure as hell thought so. Throughout the entire late 80s and 90s that was my look! I even further was obsessed with Kid Vid's look as it seemed similar to what I was trying to do myself.  I loved visor sunglasses like this and even started wearing snowboarding goggles that looked similar as well on my head prior to Digimon doing it. I was convinced for years that I was being followed by some group that would try to steal my ideas and market them using me as a cash cow without my knowledge.
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>>3557
I actually thought he looked cool too. I never understood the point of I.Q. though. Did anyone ever like that kid? The only way the idea I can imagine the idea being appealing is if they showed him getting shoved into a locker.

Now I'm hungry for a burger.
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>>3558
>the disabled kid is called wheels
lmao
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>>3560
We used to affectionately call poor Freddit who founded the legit 8chan->8ch (not the kike/fed honeypot one of today) Hotwheels.
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>>3558
Oh me, oh my, I remember that. There's a token for everyone here, even a rollerblading tomboy. Were the visor goggles big back then, or just goggles and/or sunshades?
>>3561
Do not mention the bone goblin
Replies: >>3564 >>3565
>>3563
Yeah it's pretty shitty the way things turned out. Sorry, Anon.  :/
>>3563aesthetician?
>moving on
Anything amusing about 90s corporate and cell/carphones aesthetics?
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Saw this at a thrift store a few months ago, thought about getting it but it was too small and too thin to be a good sweatshirt anyways.
Replies: >>3600 >>3601
>>3599
Looks like it could have been the Time Vortex in an Eighth Doctor television series. 
Man...
>>3599
I would have loved to have came across that. Would be a nice shirt to wear during the mild months in Spring and Fall.
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Found a site with a bunch of original xbox demos. You can either play the video files directly (you may need to transcode them first since old MPG and AVI don't work well with modern players) or if you want to be authentic you can download the XBE and run them on a modded xbox.
https://www.pouet.net/prodlist.php?platform%5B0%5D=XBOX&page=1&order=thumbup
This one is pretty good:
https://files.scene.org/view/parties/2004/bcnparty04/demo/limp_ninja-bi-won_(party).mpg
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I have watched this so many times.
I encoded it from the game's files myself using ffmpeg (it can read their format) so it looks much better than upscaled youtube rips.
Replies: >>3699
>>3698
Wow that was sweet. Wish I could play that.
>>3695
I had no idea Xbox, or consoles in general had demoscenes, especially in the 2000s. I thought it was a C64/Amiga thing.
Replies: >>3915
>>3912
If there's a way to run code on a device then chances are someone's made a demo for it.
So I just got back from Greece, Thessaloniki to be precise. And you know what? I liked the character of that city. Lots of apartments and multi-story buildings built for a sunny, windy place. Barely any glass-and-steel monsters to be found. Lotsa nice little inconveniences and tech from the early 00s and late 90s alongside the new stuff. 

Athos went even further back, with no chip-readers at all.

Anyone else travel to places like that?
Replies: >>4010
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>>4008
I get the impression that Europe fares better in that regard than the U.S. due to its much older history, especially the further outside of Western Europe you go. I personally am fine with places that go back to at least the 19th or maybe the early 20th century. A small town scene like pic related would feel like home to me.
Replies: >>4011 >>4017
>>4010
That's what I got to experience as a kid. I lived in and around areas like pic related until I was in my early 20s. Towns started losing all business and too unsafe to walk through due to junkies, homeless, and violent outsiders flooding in during the 2010s and even more now.
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>>4010
Part of the problem too is insurance and liability and regulation in the US. Like take that picture. See all those second story windows? When those were first built the families that ran what ever business that was down stairs lived in the upstairs.
But we can't have that anymore because the US is a land of lawyers.
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>>4011
Yeah, things are getting pretty bad even in small towns with undesirables coming in and drug usage going up. And then of course you have big business killing off the mom-and-pop places that can't compete financially.
>>4017
It seems like there always has to be something put in place to keep us from having nice things.
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Which era was your favorite?
I honestly can't decide, I like all three equally. Anything beats the soulless flat minimalistic crap we have today.
>>4029
I like Memphis and Y2K the most, Frutiger isn't bad but it feels like it kind of leads in to the modern Material/Corporate Memphis era (in particular the increasing adoption of homogeneous bubble/block style application icons).
>>4029
Y2K without a doubt, i was born too late for memphis to really have an impact on me but Y2K fells really comfy. frutiger is when everything started going wrong.
with that being said i miss mcdonald's that retain the 80s/90s look, they're all being sterlized now into generic cafes with no soul and it annoys me. the few that still have that look are "updated" every day, and while they're very trashy and run down by this point it still brings back memories of good times.
>>4029
Easily the Memphis look. The Y2K style I find a little appealing in retrospect, but I remember being a little kid in the late '90s and disliking changes that were happening at that time. Frutiger Aero I like in a UI context, but that's it.
>>4029
Memphis. But yes, I agree all three better than today's "designed in power point in 5 seconds" look.
>>4029
hard to pick just one as I was there for all of them. That said, I gotta give it to Y2k since I just have so many fond memories of it. I have some fond memories of Frutiger as well but things started going down hill around 2010. Memphis from what little I remember of it was pretty neat.
>>4029
i really adore and cherish the frutiger aero design the most
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