Kikito is right. I don't think there is much need to do very detailed models, most of it would get lost when you scaled things down. The trick is to know what kind of angle and distortion you are viewing your world in. You definitely don't want to take a screenshot of the model while viewing it with perspective. And you might want to scale things so that a unit of width is the same size as a unit of height. Other than that, I don't think there is anything special to modeling for pixel art.
Some wireframes:
A smoothed treestump:
Scaled down:
So once I'm viewing something like the smoothed image of the treestump, I literally take a screenshot, crop out everything but the stump, and scale it down using nearest neighbor. That's it.
Pixel art with GLSL cel shade lighting concept
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Re: Pixel art with GLSL cel shade lighting concept
Don't know if it is really useful, but i've found a tutorial for creating normal maps to sprites with gimp: http://www.asantee.net/ethanon/normalma ... almaps.pdf
Of course, you have to program the shaders as done before.
Of course, you have to program the shaders as done before.
GarbagePillow wrote:Kikito is right. I don't think there is much need to do very detailed models, most of it would get lost when you scaled things down. The trick is to know what kind of angle and distortion you are viewing your world in. You definitely don't want to take a screenshot of the model while viewing it with perspective. And you might want to scale things so that a unit of width is the same size as a unit of height. Other than that, I don't think there is anything special to modeling for pixel art.
Some wireframes:
A smoothed treestump:
Scaled down:
So once I'm viewing something like the smoothed image of the treestump, I literally take a screenshot, crop out everything but the stump, and scale it down using nearest neighbor. That's it.
FRP
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Re: Pixel art with GLSL cel shade lighting concept
Maybe it's just me, but that PDF link appears to be dead.
Re: Pixel art with GLSL cel shade lighting concept
hm nope the link does work
Re: Pixel art with GLSL cel shade lighting concept
It works for me... I'm attaching it, if I break some license tell me please
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- creating_normalmaps.pdf
- (249.82 KiB) Downloaded 771 times
lf = love.filesystem
ls = love.sound
la = love.audio
lp = love.physics
lt = love.thread
li = love.image
lg = love.graphics
ls = love.sound
la = love.audio
lp = love.physics
lt = love.thread
li = love.image
lg = love.graphics
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Re: Pixel art with GLSL cel shade lighting concept
Well that's weird. Thanks for attaching it Nixola.
That is a good technique. It is essentially bump mapping. Another way to do it would be to generate the normals from the bump map with a pixel shader. http://http.developer.nvidia.com/CgTuto ... ter08.html explains how to do that.
I don't think the end results will be as accurate as using 3d models, but if you already have sprites and just need normals, this would be a good approach.
That is a good technique. It is essentially bump mapping. Another way to do it would be to generate the normals from the bump map with a pixel shader. http://http.developer.nvidia.com/CgTuto ... ter08.html explains how to do that.
I don't think the end results will be as accurate as using 3d models, but if you already have sprites and just need normals, this would be a good approach.
Re: Pixel art with GLSL cel shade lighting concept
Thus, it could be easier to be done for people that can't / doesn't know 3d modeling (me ), or for a large amount of tiles and sprites.GarbagePillow wrote: I don't think the end results will be as accurate as using 3d models, but if you already have sprites and just need normals, this would be a good approach.
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Re: Pixel art with GLSL cel shade lighting concept
Yes.frpnit wrote:Thus, it could be easier to be done for people that can't / doesn't know 3d modeling (me ), or for a large amount of tiles and sprites.
Re: Pixel art with GLSL cel shade lighting concept
Holy crap. This has inspired me to drop everything I am working on and learn all about shaders immediately!
This is incredible. Bravo.
This is incredible. Bravo.
"Bump." -CMFIend420
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Re: Pixel art with GLSL cel shade lighting concept
Hey thanks a lot. It's actually not that hard to learn.Helvecta wrote:Holy crap. This has inspired me to drop everything I am working on and learn all about shaders immediately!
This is incredible. Bravo.
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