You may also see the term "Ditherpunk" thrown around online however, dither art is the term I use to describe my most recent collection of 3D Renders in which I use a rendering method known as ordered dithering. Dithering, at least in a graphical sense, is supposed to create the illusion of color depth using a limited color palette. Back in the day when systems like the Gameboy were only able to display 4 colors in total, people had to get creative to display things like gradients, light, and different shades. Nowadays, we obviously don't have this limitation anymore, with modern 10-bit OLED displays being able to display well over a billion colors. But like pixel art, these limitations disapear but the choices stay as artistic and stylistic ones. But why limit yourself like that?
Personally, I think there is nothing more boring than chasing realism. I don't think expression comes from a lot of details, high-res textures, or complex scenes. While these are fine things when used in the right context, I prefer to use low-res and lo-fi assets and rendering techniques. Not because it's easier to make but because I think it makes it easier for viewers to engage with the content; since details, shapes, and concepts are only implied, it forces the viewer to fill in the in-betweens themselves, stimulating their own creativity.
Rig was created by me. The model was made by GlitchyBoi64
Rigging and modeling by me.
Everything by me
Model created by me
Model created by me