I must confess I don’t really enjoy Pac Man games, but Pac-Mania felt different, so here’s my rendition of what that game looked like in my mind as a kid. ![]()
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Tried to do minimal modeling and maximize modifier use. This meant that all pipes are geometry nodes (because I couldn’t get the bevel modifier to work with curves) and details like the eyes on ghosts are 8 vertices but look like this:
Unfortunately, I wasn’t able to make the rounded playfield gaps using the bevel node because it made very ugly results with bad material spread on newly created faces:
So in the end, all of that topology had to be hand made. Maybe I could have made it work, but I didn’t want to fight Blender anymore and I had a very specific combination of vertex painting and bevel look in mind:
All materials are procedural, but all are rather simple. A number of objects have volume materials though, which produces some funky effects in shader preview:
Also tested lots of compositor nodes, so some subtle effects are happy accidents. Render is saved directly from Blender, no other software used.
Needed 4096 samples in Cycles so took a while to render.





