Mohammad Arifian Rohman
Institut Seni Indonesia Yogyakarta

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Production Efficiency of 2D Pixel Art Through 3D Model Transformation Using Node-Based Compositing Najwa Nur Azizah Sanusi; Samuel Gandang Gunanto; Mohammad Arifian Rohman
Sanggitarupa Vol. 6 No. 1 (2026): Sanggitarupa
Publisher : Institut Seni Indonesia Surakarta

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Abstract

The game development industry demands high efficiency in visual asset production without compromising aesthetics. While 2D pixel art maintains consistent market appeal, its conventional manual frame-by-frame method is structurally limited in terms of consistency and scalability. This research designs and validates a deterministic hybrid pipeline for 3D-to-2D pixel art character asset production using Blender's Compositing Node, employing a Research and Development (R&D) approach combined with experimental methods. The pipeline integrates Rasterization Algorithms, Grid Snapping, and Downsampling Theory, with production time, visual quality, and reusability were evaluated objectively using screen-recording analysis. Three key findings were obtained. First, the pixel conversion formula Value = Render Resolution ÷ Target Resolution was mathematically validated across five resolution scenarios, yielding perfect matrix partitions without pixel residue; in the critical case (1080 px → 64 px), spatial deviation was only 0.74%, well below the industry tolerance threshold of 5–10%. Second, the pipeline achieved a Break-Even Point (BEP) at n ≈ 0.97, indicating that the reusable component investment (3.21 hours) was recovered before the first character was completed, with efficiency gains growing from 1.66% (1 asset) to 49.73% (10 assets). Third, the identified visual deviation of 1–2 pixels (1.56%–3.13%) falls below the Just Noticeable Difference (JND) threshold of 5–10%, confirming that pixel art aesthetics including outline sharpness, inter-frame proportional consistency, and silhouette readability remain fully intact. These results demonstrate that the proposed pipeline offers a reproducible, scalable, and AI-independent solution for mass production of pixel art character assets.
Using Blender 3D Node-Based Compositor to Replicate Video Home System Visual Analog Theophilus Ceezario Christianto; Mohammad Arifian Rohman; Samuel Gandang Gunanto
Jurnal Ilmiah Multimedia dan Komunikasi JIMK Vol. 11 No. 1, June 2026
Publisher : Sekolah Tinggi Multi Media "MMTC" Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56873/jimk.v11.i1.598

Abstract

Due to its unique analog visual quality and ability to evoke nostalgia, the visual esthetics of the Video Home System (VHS) are once again widely used in various digital works. The aim of this research is to assess how well the Node-Based Compositor in Blender 3D replicates VHS visual features in an integrated compositing approach. This study employs a Practice-Based Research methodology through seven experimental phases that investigate node configurations to produce VHS visual features, which were then verified by thirty participants. According to the study's findings, every respondent (100%) stated that the experimental results accurately depicted VHS-style analog graphics, with 53.3% providing full validation and 46.7% providing conditional validation. These results indicate that the Node-Based Compositor in Blender 3D can be used to replicate analog graphics in a VHS manner while providing more effective and integrated compositing techniques. This study offers a different approach to digital animation creation and advances research on the application of Node-Based Compositor in analog visual reproduction.