AuthorTopic: Realtime Rendering of 3d Meshes as Pixelart  (Read 67481 times)

Offline Psiweapon

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Re: Realtime Rendering of 3d Meshes as Pixelart

Reply #110 on: March 29, 2016, 12:13:38 am
Hottest shit I've seen since the beginning of the year  :o

awesomely amazing or amazingly awesome, I can't decide.
I ARE DUNECAT! I CONTROLS THE SPICE, I CONTROLS THE UNIVERS!

Offline Cherno

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Re: Realtime Rendering of 3d Meshes as Pixelart

Reply #111 on: March 29, 2016, 11:00:35 am
from my friend on skype:

"If you combine this with a vertex shader that quantizes bone position to limit the framerate of character animation, you could do some pretty sick things with IK"

I don't know jack all about this "Third Dimension" stuff but here you go

Yes, to achieve a better effect, "limited animation" should be used, with a small sumber of animation frames. This could also just be done directly in the 2d modelling application with keyframes spaced accordingly, and then with Unity slowing the animation down suficiently.

Offline raphaelkox

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Re: Realtime Rendering of 3d Meshes as Pixelart

Reply #112 on: April 03, 2016, 07:16:17 pm
from my friend on skype:

"If you combine this with a vertex shader that quantizes bone position to limit the framerate of character animation, you could do some pretty sick things with IK"

I don't know jack all about this "Third Dimension" stuff but here you go

Yes, to achieve a better effect, "limited animation" should be used, with a small sumber of animation frames. This could also just be done directly in the 2d modelling application with keyframes spaced accordingly, and then with Unity slowing the animation down suficiently.

I'm pretty sure that Guilty Gear does this to bring the 2D sprite "feel" to 3D models in XRD.
There is next to no smooth movement, the model kind of snap into the next pose.

Offline Cherno

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Re: Realtime Rendering of 3d Meshes as Pixelart

Reply #113 on: April 03, 2016, 07:18:55 pm
from my friend on skype:

"If you combine this with a vertex shader that quantizes bone position to limit the framerate of character animation, you could do some pretty sick things with IK"

I don't know jack all about this "Third Dimension" stuff but here you go

Yes, to achieve a better effect, "limited animation" should be used, with a small sumber of animation frames. This could also just be done directly in the 2d modelling application with keyframes spaced accordingly, and then with Unity slowing the animation down suficiently.

I'm pretty sure that Guilty Gear does this to bring the 2D sprite "feel" to 3D models in XRD.
There is next to no smooth movement, the model kind of snap into the next pose.

Indeed, here is a lengthy explaination of the whole design process of GuiltyGearXrd's art style.
https://www.youtube.com/watch?v=yhGjCzxJV3E

Very interesting stuff for thoise trying to make 3d look like 2d.

Offline ahrimanes

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Re: Realtime Rendering of 3d Meshes as Pixelart

Reply #114 on: April 07, 2016, 04:17:29 pm
 :D OMG this is prety awesome.. congratulations keep debeloping!!!!  :y:
may the pixels be with you.

Offline psyhova

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Re: Realtime Rendering of 3d Meshes as Pixelart

Reply #115 on: April 20, 2016, 12:18:32 am
It looks awesome. Is this  shader available somewhere?

Offline inspeinre

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Re: Realtime Rendering of 3d Meshes as Pixelart

Reply #116 on: May 04, 2016, 12:59:16 pm
Hi !  ;) I would like to try this shader in the my unity3d project, its possible?

Offline Howard Day

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Re: Realtime Rendering of 3d Meshes as Pixelart

Reply #117 on: May 08, 2016, 01:16:19 am
Hey, guys! I'm sorry I've been so absent - I am still fiddling with this now and thn, but it's still not ready for release. There is some good news, tho - a guy by Kode80 *has* put out a very capable package on unity to do this.
http://kode80.com/blog/2016/02/23/pixelrender-for-unity3d/index.html
I am going to keep working on my version, but for now - I'm keeping it to myself.
Sorry.
Airfloater Junker make it better? :D



I hope to have more soon!

Offline Howard Day

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Re: Realtime Rendering of 3d Meshes as Pixelart

Reply #118 on: May 08, 2016, 08:33:18 am
Update - added better shading and a floating rock. Gotta have a floating rock!

That one has no AA - here's a zoomed up one with a new pass attempt.

Hope it looks good. :D

Offline RAV

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Re: Realtime Rendering of 3d Meshes as Pixelart

Reply #119 on: May 08, 2016, 06:51:13 pm
Excellent. I also think that the thematic design and size of sprite go very well with this tech.