Page 5 of 7

Re: Pixel art with GLSL cel shade lighting concept

Posted: Fri Oct 12, 2012 5:03 am
by GarbagePillow
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:
1rcxm.png
1rcxm.png (47.91 KiB) Viewed 571 times
hAUOr.png
hAUOr.png (40.48 KiB) Viewed 571 times
A smoothed treestump:
K3eWU.png
K3eWU.png (95.85 KiB) Viewed 571 times
Scaled down:
GAj0H.png
GAj0H.png (2.8 KiB) Viewed 571 times

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.

Re: Pixel art with GLSL cel shade lighting concept

Posted: Sun Oct 14, 2012 1:45 am
by frpnit
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.
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:
Image
Image

A smoothed treestump:
Image

Scaled down:
Image


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.

Re: Pixel art with GLSL cel shade lighting concept

Posted: Sun Oct 14, 2012 2:29 pm
by GarbagePillow
Maybe it's just me, but that PDF link appears to be dead. :(

Re: Pixel art with GLSL cel shade lighting concept

Posted: Sun Oct 14, 2012 2:30 pm
by Larsii30
hm nope the link does work :)

Re: Pixel art with GLSL cel shade lighting concept

Posted: Sun Oct 14, 2012 2:36 pm
by Nixola
It works for me... I'm attaching it, if I break some license tell me please

Re: Pixel art with GLSL cel shade lighting concept

Posted: Sun Oct 14, 2012 3:02 pm
by GarbagePillow
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.

Re: Pixel art with GLSL cel shade lighting concept

Posted: Sun Oct 14, 2012 3:52 pm
by frpnit
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.
Thus, it could be easier to be done for people that can't / doesn't know 3d modeling (me :P), or for a large amount of tiles and sprites.

Re: Pixel art with GLSL cel shade lighting concept

Posted: Sun Oct 14, 2012 4:13 pm
by GarbagePillow
frpnit wrote:Thus, it could be easier to be done for people that can't / doesn't know 3d modeling (me :P), or for a large amount of tiles and sprites.
Yes. :)

Re: Pixel art with GLSL cel shade lighting concept

Posted: Sun Oct 14, 2012 8:05 pm
by Helvecta
Holy crap. This has inspired me to drop everything I am working on and learn all about shaders immediately!

This is incredible. Bravo. :ultraglee:

Re: Pixel art with GLSL cel shade lighting concept

Posted: Mon Oct 15, 2012 4:05 am
by GarbagePillow
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. :ultraglee:
Hey thanks a lot. :) It's actually not that hard to learn.