AuthorTopic: Game portrait stuff  (Read 5977 times)

Offline ErekT

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Re: Game portrait stuff

Reply #10 on: January 24, 2016, 11:13:50 pm
Very talented, good work.
Thanks for the kind words :)

Ah! So you do use a technique like that! Very cool stuff. I'm personally trying out techniques where the game engine gets access to the 3D models for lighting information, cast shadowing, etc. You could also bake a lot of it I guess, though for dynamic lights, it gets faster to just keep the model on hand I feel. Normal maps I hand pixel.
Wow, that's interesting. I can actually imagine that working pretty well. There's potential problems with clusters I guess but if the overlay isn't too strong it doesn't have to show through. Do share if you feel like it, would be cool to see :)

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I'd never considered doing it for fluid animation, that makes a lot of sense actually. Thanks for sharing your workflow :)
You bet :)

Offline Gil

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Re: Game portrait stuff

Reply #11 on: January 25, 2016, 02:37:37 am
Wow, that's interesting. I can actually imagine that working pretty well. There's potential problems with clusters I guess but if the overlay isn't too strong it doesn't have to show through. Do share if you feel like it, would be cool to see :)
You can find my first experiment here:
http://art.game-designer.org/pixelart/spaceshooter/code/demo1-a.html

Right now I'm experimenting with more advanced stuff, that allows the lighting to stay within the palette, but also a bunch of oldschool effects, like scanline interrupts, palette cycling, etc. Hopefully I'll get that into a state that I can show off soon. I doubt I'll ever be able to share the experiments with 3D models, as I'm just not very good at 3D modelling :/

Offline ErekT

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Re: Game portrait stuff

Reply #12 on: January 25, 2016, 03:27:41 pm
It's a promising effect for sure, and I imagine it'll look even better with palette-bound light. Good stuff :)

Offline Gil

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Re: Game portrait stuff

Reply #13 on: January 25, 2016, 05:55:46 pm
It's good to see we are all working on new improved ways to make our pixel art enter the 21st century in style. Now I want to see more of that delicious stuff you're doing here :)