When CRT scanlines work in cyberpunk art (and when they kill the piece)
Quentin sent me a near-finished portrait last April with a single edit request: "Can you add CRT scanlines and chromatic aberration to the whole image? I want it to feel more cyberpunk." The painting was a clean, atmospheric piece of his RED-era netrunner, three weeks in the making, lit beautifully, holding together as a piece of representational oil. I sat with the email for an evening before I wrote back, because the honest answer was that the scanline pass would have taken the painting out at the knees.
This guide is for clients and painters considering the CRT-scanline, chromatic-aberration, VHS-grain treatment on a cyberpunk portrait — when it earns the surface, when it dates the surface, and the in-between cases where it can live in one zone of the painting rather than across the whole thing.
Table of contents
- What the CRT-scanline look actually is
- Where it comes from and why it caught on
- The three flavours: scanline, aberration, VHS grain
- When the scanline pass works
- When it kills the piece
- The middle ground: zoned surface treatment
- Briefing surface treatment without breaking the painting
- Starting your cyberpunk brief
What the CRT-scanline look actually is
When clients say "give it CRT scanlines," they usually mean one of three things mashed together: horizontal scanlines (the visible line structure of an old cathode-ray tube display), chromatic aberration (the red-and-cyan fringing at high-contrast edges from cheap optics or a misaligned scan), and VHS grain (broad analogue noise, occasional tape dropouts, a slight wobble in the colour fields).
All three exist as digital filters you can apply over the top of any image. All three are cheap to produce and cheap to recognise, which is the first half of the problem and the second half of the appeal. The cyberpunk genre has used the scanline-and-aberration look as visual shorthand for "this image is from a screen, or about a screen, or built on top of a screen" for thirty years. When the whole portrait gets the treatment, the painting starts to read as the screen it's pretending to be on. Brushwork disappears. Skin softens into colour fringes. The eye stops looking at the character and starts looking at the filter.
Where it comes from
CRT-television scanlines are the texture millions of people grew up associating with screens — before flat panels, every TV had them, every arcade game had them, every grainy late-night broadcast had them. They mean "this is mediated, this is electronic, this is not the present moment."
Cyberpunk picked the look up because the genre is about screens. The CRT-era visuals of Blade Runner, Akira, the Ghost in the Shell film, the original Neuromancer cover paintings — they all live in the texture of low-resolution displays, scan structure, analogue artefacts. The look earned its association in the eighties and nineties when the technology was the present, and the genre kept it as visual shorthand long after CRT screens themselves disappeared.
Scanlines aren't bad. Scanlines as a default surface treatment on every cyberpunk portrait are tired.
What's happened in the last decade — the rise of synthwave and Vaporwave aesthetics — is that the scanline-and-aberration filter became the easy way to make any image read "cyberpunk." Apply the filter, add some pink-and-cyan glow, call it done. The look is now so ubiquitous that it reads as a stylistic shortcut rather than a deliberate choice.
The three flavours
The three surface treatments work differently and break down differently.
- Horizontal scanlines. The dark horizontal lines of an old CRT. Strongest read of "this is a screen." Most aggressive on the painting surface — they cut across brushwork and flatten the volume of skin and fabric. Most appropriate when the painting is a screen, or has a screen as a major element.
- Chromatic aberration. Red and cyan fringing at high-contrast edges. Subtler than scanlines but still very recognisable. Reads as "lens distortion" or "scan misalignment." Most appropriate when the painting is framed as captured-through-a-camera or rendered-by-a-deck.
- VHS grain. Broad analogue noise, occasional dropouts, a slight wobble. The most painterly of the three — grain itself isn't far from a heavy oil-paint texture if you keep it warm. Friendliest of the three to a painterly base.
These can be mixed but most often they all get applied at once at default settings, which is where the trouble starts. The brief that says "give it the CRT look" is asking for all three at default strength.
The neon palette painting sibling covers a related discipline — the two-of-three colour rule that keeps a piece from looking like every other cyberpunk image. The surface-treatment rule is its twin: pick one flavour and dose it deliberately.
When the scanline pass works
There are five briefs where I will reach for some flavour of CRT treatment without hesitation, because the painting genuinely earns it.
- The portrait shows a screen. The character is on the other side of a monitor, or framed inside one, or seen through a security feed. The scanline lives on the screen itself — the rest of the painting is clean.
- The portrait shows a deck or a HUD. A netrunner's deck panel, a corpo's optic readout, a samurai's targeting overlay. The treatment sits inside the small bright rectangle without touching the painted skin and fabric around it. This is where I use the look most often.
- The brief is explicitly RED-era VR jacks. Cyberpunk RED's netrunners reach the Cit-Net through physical jack-in. If you brief me "she's jacked in and the painting is half her body in the chair, half her avatar in the data space," the data-space half can carry scanline and aberration as a structural cue.
- Security-feed or CCTV framing. A deliberate camera-frame composition with timestamp metadata painted into the corner. The scanline is part of the conceit.
- Retro-cyberpunk briefs that name the era. "1988 Neo-Tokyo aesthetic." "Akira-era." "Eighties synthwave anime." The brief that references the period when the texture was contemporary can carry the texture as period-correct.
In all five cases, the scanline treatment is doing structural work. It's saying something the painting needs said. It is not a default surface filter.
When it kills the piece
The brief that goes wrong is the one that asks for the treatment as a finishing pass over an otherwise clean painterly portrait. Five symptoms I see most often:
- The brushwork disappears. A painterly piece carries its identity in the brushwork. A scanline overlay flattens all of that into the line structure. You paid for the brushwork. You don't want it eaten.
- The skin softens into colour fringes. Chromatic aberration on a portrait's main face takes the focus out of the eyes and puts it on the fringe at the edges of the features.
- The character reads as old-tech rather than as cyberpunk. Heavy scanlines on a contemporary portrait say "screenshot from a 1992 game" or "YouTube video from 2014's synthwave moment." The treatment dates the piece backwards, not forwards.
- The composition stops working. Scanline structure has its own rhythm. If the painter spent six weeks tuning the rhythm of the composition, the overlay imposes a competing horizontal rhythm that fights everything underneath.
- The piece looks like every other cyberpunk image in your feed. Scroll any cyberpunk art tag. The scanline-and-aberration default is everywhere. A piece that costs real money should not blend into a feed of free filter-applied images.
What I sketch around: the surface pass as a way to "make it more cyberpunk." If the painting already reads as cyberpunk through palette, character design, environment, and props, the surface filter adds nothing. If it doesn't read as cyberpunk without the filter, the filter won't fix the underlying brief.
There's also a lifespan question. A portrait you're paying real money for — three-figure to four-figure commissions, framed prints, hung on your wall — has a longer lifespan than the social-media post you'll share it in. Heavy surface filters age the way fashion ages: they pin the piece to the specific year and aesthetic moment when the filter was a default. A clean painterly cyberpunk portrait painted in 2018 still looks current. A scanline-and-aberration-filtered version of the same painting reads, today, as a 2018 cyberpunk image.
The middle ground
The version of this conversation that ends in a usable painting is the middle ground. Not the whole-portrait filter pass; not the clean unfiltered painting either, if the client genuinely wants the look. Instead: zoned surface treatment.
A zoned treatment puts the CRT/scanline/grain only where it belongs in the diegetic world of the painting. Inside the monitor; on the HUD; on the half of the painting that's data-space; in the corners where the security-feed timestamp lives. The face stays painted. The fabric stays painted. The chrome stays painted. The screen-zones carry the filter and the rest of the piece carries the brushwork.
This works because it gives the texture a job. The scanline isn't a finishing pass; it's a piece of visual storytelling. The viewer reads "that's the screen, this is the room," and the painting holds together as a painting while still earning the cyberpunk surface vocabulary.
When Quentin and I worked through his netrunner edit, this is where we landed. The whole portrait stayed clean. The deck's small bright rectangle at her hip got a subtle scanline-and-aberration treatment, just enough that the screen read as a screen and not as a flat dark slab. The piece looked more cyberpunk after the edit, not less. The brushwork survived.
For a deeper walk through that kind of netrunner painting, the netrunner portrait painting another world walkthrough has the full process. The cybernetic limb and face design references piece covers the related question — how to paint cyberware without falling into the same shortcut traps.
Briefing surface treatment
When the surface treatment is what you actually want — when the conceit is screen-based or the era is explicitly retro-cyberpunk — the brief that gets the painting right names three things:
- Which flavour. Scanlines, aberration, or grain. Specify one. If you want two, name both and tell me which is primary.
- Which zone. The whole image, or only the screen-zones, or only the lower third. The zone decision is where the painting lives or dies.
- What dose. Subtle (a faint texture you have to look for), medium (visible but not dominant), or heavy (the look is the point). I default to subtle unless the brief is explicitly about the period the texture comes from.
A brief that gives me those three answers ends in a painting that earns the surface vocabulary. The how to write a commission brief guide covers the wider question of how specific to get. The choosing a commission style walkthrough handles the style-choice question that sits one level up from the surface decision.
Starting your cyberpunk brief
If you've got a cyberpunk character sitting in your campaign notes or your imagination, the order form handles the brief in plain text — including the surface-treatment decision, if you want one. The portfolio has cyberpunk pieces filed there for visual reference; the ones with surface treatment use it sparingly, the ones without are not less cyberpunk for skipping it. The character work service page covers what's included in the kickoff call, where we usually talk through surface-treatment questions. For original-IP cyberpunk worlds, the custom projects service page is the right starting point.
A few useful siblings: the Cyberpunk character art commission guide is the wider context; the Cyberpunk RED character art tips piece covers the RED-era visual register that genuinely earns retro surface treatment; the street samurai vs netrunner vs corpo archetypes breakdown helps you pick which archetype you're briefing; and the character art process sketch to color final walkthrough shows where in the process surface decisions get made — late, on purpose, after the painting underneath already works. The character art commission pricing page is the practical companion.
Brief the painting first. Treat the surface only where it earns a job.