Free Blender shader turns 3D models into pixel art
(http://www.cgchannel.com/wp-content/uploads/2015/02/150210_BlenderPixelArtShader.jpg)
Japanese artist Toshihiro Kushizaki has released the Pixel Art Shader: a free Blender shader that should convert any 3D model into old-school pixel art.
To render out a pixel art image, you just need a 3D model in .x format and a palette texture, which defines the set of colours to be used; but you can augment the result with standard texture maps, even including AO.
The image is generated in BMP format, and the results look pretty good, at least in the demo scene.
There’s a detailed online manual (https://translate.google.com/translate?act=url&depth=1&hl=en&ie=UTF8&prev=_t&rurl=translate.google.com&sl=auto&tl=en&u=http://kushi.lv9.org/pixelartshader/manual/index.html), but like the rest of Kushizaki’s site, it’s in Japanese, so if you’re a non-Japanese-speaker, you’ll need to navigate Google Translate.
Download the Pixel Art Shader on Toshihiro Kushizaki’s website (https://translate.google.com/translate?sl=auto&tl=en&js=y&prev=_t&hl=en&ie=UTF-8&u=http%3A%2F%2Fkushi.lv9.org%2Fpixelartshader%2Findex.html&edit-text=&act=url) (Automatic English translation)
Read an English-language user-contributed tutorial on using the shader. (http://initialsgames.com/main/?p=1360)
this doesnt really look that interesting to me, it looks like a celshade script that is focused on not creating too many jaggies....(I guess there's some pallete going ons from Kazuya's post?) what I really want to see is someone tackle open source-ifying what they did with Guilty Gear Xrd. it has so much potential for doing pixelarty stuff.That would be a normal map if it had anything to do with normals ;). I guess the right thing to call it might be a shader input texture -- a texture that the shader uses, that isn't directly displayed in any normal sense.
there was a part about using normal maps (or something to that effect, I dont really 3D yet so I dont have perfect langauage :p) to tell the program to shade things differently from what the geometry would suggest.
They used it to make very pixelarty things, what they did with the hilights of May's anvil thing struck me as specially full of potential.It's an anchor, no? Kind of different from an anvil :)
the english transcription of the GGXRD behind the scenes interview thingy.Hey, that's really interesting.
http://www.polycount.com/forum/showpost.php?p=2099538&postcount=229
http://www.polycount.com/forum/showpost.php?p=2107579&postcount=241
Vertex normals are adjusted to simplify the light response and eliminate small scale polygonal shadows. Apparently the export from Softimage to UE3 automatically regenerated normals so they had to rewrite it. Faces were adjusted by hands, other parts by transferring normals from proxy objects, with the examples of Sol's pants (http://www.4gamer.net/games/216/G021678/20140703095/screenshot.html?num=060) or character hair in general (http://).I dont really understand this part but I *think* "simplify the light response and eliminate small scale polygonal shadows" means they're eliminating more micro-self shadowing? this seems smart if it helps create the celshading they did.
Basically on a lit surface the response will be something like (light color + ambient color) * texture color, while in shadow the response is ambient color * texture color * SSS color, so you can tint the shadows.Defining shadow color defintively seems useful what with all our hueshifting and all. (http://www.4gamer.net/games/216/G021678/20140703095/screenshot.html?num=083)
I have a somewhat vague idea of what vertex shading isVertex Shaders are passed data from vertices.
but I have no idea what a vertex texture is, or a control texture or SSS texture is a ILM texture for that matter.SSS texture = Sub Surface Scatter (http://en.wikipedia.org/wiki/Subsurface_scattering) texture
Fact is you cant draw a single pixel without a vertices in the shader pipeline. --> in general :blind:
It's just built that way.
you can use Points or Line/LineStrips though. Efficiency is a different matter though :PYou called my "in general" bluff. :blind:
And those too are routed through the shader pipeline.