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Messages - Howard Day
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21
2D & 3D / Re: Realtime Rendering of 3d Meshes as Pixelart
« on: July 26, 2017, 09:33:25 pm »
Zoom / straight on angle tests...

22
2D & 3D / Re: Realtime Rendering of 3d Meshes as Pixelart
« on: July 26, 2017, 07:58:53 am »
TOD/Explosion/Palette Animation Tests:

23
2D & 3D / Re: 3d isometric pixel perfect voxels in unity
« on: July 21, 2017, 03:27:33 am »
Don't forget to remove the backfaces to those voxel towers as well.
Oh, and you can use pixel-perfect cutout alpha clumps for the grass. No compression on the textures, no overdraw, if you subdivide your existing tile sizes into 10x10, I'm almost completely certain you won't even see a difference...and your polycount will go from 2.1million to like...1K? And it will totally run on mobile.

24
2D & 3D / Re: Realtime Rendering of 3d Meshes as Pixelart
« on: July 21, 2017, 03:22:43 am »
Absolutely correct! That's, in fact, the plan. :D
Update: Cleaned up and simplified greatly the textures on the rocks. Vastly improving the readability., still working on jiving the TOD color settings with the palette - it's also improved, but the sheer fact that I'm trying to do a perfectly smooth, TOD animation with light angle and hue changes makes it vastly more complex to manage. If it were easy, everyone would do it. :P

25
2D & 3D / Re: Realtime Rendering of 3d Meshes as Pixelart
« on: July 21, 2017, 12:08:55 am »
And these are issues I'm *aware* of, and can already at least partially fix. the issues with the noise are in part due to the texture on these objects, and the palette issues are due mostly to the fact that I'm still tuning the color useage. An index painting method would completely fix those issues, with the caveat that it's... not production friendly. At all. That's not a guess on my part - that's exactly how I did this sort of thing to begin with.

26
2D & 3D / Re: Realtime Rendering of 3d Meshes as Pixelart
« on: July 20, 2017, 09:20:53 pm »
Well, I'm glad you see improvement...It's a bit hard to see from my perspective. :P So...in answer to your question...Both? I was just going to release the method/shader/scripts to everyone who might want to use them (after a ton of clean up and streamlining...I know what's going on, but it'd be useless gibberish to anyone else)... and I want to make a game with it. Well, a couple, actually. The first one would be a combination of Z, 7th Legion, and Cannon Fodder. Where it's an RTS based on zone control, use of a small, randomized-from-a-player-chosen-deck or power-cards (Two defensive cards, one offensive), and squad-based control, instead of enforced single-unit controls. I dunno. It's a game design that's been rattling around my head for a while, no idea if it would be any fun or worthwhile to anyone but me... but I can see it in my skull, and I need to get it out. :P
..also some Time of Day updates/ other angles...



27
2D & 3D / Re: Realtime Rendering of 3d Meshes as Pixelart
« on: July 20, 2017, 06:58:45 pm »
Back to it, like...2 years later. Done a ton to clean up the code and methods, and the result is a lot faster than it used to be. I'm  looking into the math to modify FXAA to enforce traditional pixel clusters. I'm also going to simplify the source textures to promote less... flickery single-pixel detail.

It's now using a custom palette I Frankenstein'd together from like.. 6 Classic DOS games. That was a ton of fun. :P

28
2D & 3D / Re: Realtime Rendering of 3d Meshes as Pixelart
« on: May 15, 2016, 09:40:28 am »
Sunset lighting Time Of Day - and camera angle tests:




Enjoy. :D


29
2D & 3D / Re: Realtime Rendering of 3d Meshes as Pixelart
« on: May 13, 2016, 10:57:20 am »
Conzeit: Okay, brought back the shadows a bit. :D Also bumped the half-shade down in darkness - it was in there, but subtle. Too subtle. :/

Probo: Yeah, that's a possible way to take it - and rendering each model from a unique perspective would be very expensive, unless I can figure out even more levels of shader madness. :) I do like your island bob idea, so I went ahead and added that in there.

:D Okay, I added a lot more depth to the grass, and a half-shade to the coloring. I also made my own Meta-Palette out of colors and ramps from my favorite DOS games. I improved the smoke, and have completely replaced the junker with something of my own design, not ripped off from Ian Mcque. :D  I think it's much improved!


30
2D & 3D / Re: Realtime Rendering of 3d Meshes as Pixelart
« on: May 10, 2016, 08:26:50 pm »
32: Yeah, good note on the shadows - I've done some work to crisp that up.
API- All very good notes! I am sort of going for a smoother feel that exactly pixel art - that's a pretty major benefit of doing this this way, frame count does not matter. I do like your less detailed texture when in motion idea, though - I'm definitely going to give that a shot.

Okay, First pass on some foliage for the floating rocks, and new smoke shader.

Enjoy!

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