AuthorTopic: Realtime Rendering of 3d Meshes as Pixelart  (Read 67765 times)

Offline Howard Day

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Re: Realtime Rendering of 3d Meshes as Pixelart

Reply #150 on: August 14, 2017, 08:49:53 pm
No source code.. meaning I haven't released the shader or scripts yet? yeah, and I likely won't till it actually works right. :P And yeah, the vertex positions are all being snapped to the precises X/y coordinate of an onscreen pixel. can look pretty gnarly when you use bigger values! Here's it at every 10px:

Offline Howard Day

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Re: Realtime Rendering of 3d Meshes as Pixelart

Reply #151 on: September 04, 2017, 09:04:12 am
Working on a more...refined object to test the pixel art shader on. I had intended to do a tank, but this concept for a Millennium Falcon in John Carter of Mars from Arne caught my eye...and I was hooked.
https://twitter.com/AndroidArts/status/901527605349949441
anyhow, still very much a WIP, and a render out of Max, not re-time yet,
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Offline trucoinc

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Re: Realtime Rendering of 3d Meshes as Pixelart

Reply #152 on: September 08, 2017, 04:42:28 am
Conceit: Thanks! So, I am controlling the ramps directly. Here's the texture.

The way the shader works is that it only lets you set the vertical (v) position of the UV map - the horizontal position is skewed side to side based on the angle of the surface to the scene light, the in/out shadow value, and vertex ambient occlusion.
You can see in that map that there's some hueshifting going on - not a huge amount, but some.
If you're looking at the build (or those images I posted) the palette being used isn't exactly accurate. I've added options to palettize to classic videogames. The examples I posted are being indexed to Rise of The Triad, Arne's 64 color palette, and Duke Nukem 3d. The only one using the actual palette I made for this project is the image on the light background with no AA.
http://www.hedfiles.net/PixelShader/pixart_01.png
The difference from the IRKALLA mechs is that those were pre-rendered in Max, using a procedural max material. This is 100% realtime, designed for use in games.

lachrymose: Thanks! This actually works on everything, including phones and tablets.

I don't know if it's just me but all I see it's a pixelated image
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Offline astraldata

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Re: Realtime Rendering of 3d Meshes as Pixelart

Reply #153 on: September 23, 2017, 07:52:39 am
Glad to see you working on this again Howard! -- Looks great as always! -- I hope you don't abandon it again though!!

One question:

Are you using a full-screen shader, or are you using a per-material shader? -- or a combination of both?
I'm offering free pixel-art mentorship for promising pixel artists. For details, click here.

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Offline CyberDain

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Re: Realtime Rendering of 3d Meshes as Pixelart

Reply #154 on: February 21, 2018, 03:23:07 pm
any updates ?

Offline CyberDain

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Re: Realtime Rendering of 3d Meshes as Pixelart

Reply #155 on: June 08, 2018, 12:44:10 pm
Howard Day, may be you can upload your current progress to github?

Offline CyberDain

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Re: Realtime Rendering of 3d Meshes as Pixelart

Reply #156 on: January 23, 2019, 03:41:03 pm
project is dead?

very sad :(