![]() if I needed to make a good normal for a 2D image I would need to start by painting an height map, then taking that height map into zbrush to develop it further and then output a normal map, this whole process is way WAY too long, and it's mainly the reason no one does it. Misj, the reason there aren't many examples of 2D art using normal mapping is simply because it's too hard to generate a decent normal map from a 2D image with current tools. Maybe next year when sprite lamp is out we can make a small game to show off this tech with spriter in a more complete way. how would I make modules cast shadows upon other modules (nose on face)? - Otherwise the perceived depth might break the illusion.Īnd the cell shaded example you posted, with sprite lamp that would be easy as hell to do. the heights of the nose and the face match up, and b. The nose is a separate object (for whichever reason). Simple use-case: I have a nose on my face. I do wonder how best implement normal maps with modular animation. It was just something I wanted to bring into the mix. I'm not saying rim lighting is the way to go, and that normal maps are a waste of time. I also think this would be a bit easier to calculate on mobile devices than full normal mapping. When you look at this image (I'm linking to a copy on the internet and hope Double Fine won't mind) you see the results of hand-drawn rim lighting that is subsequently added to the character based on the location and colour of the lights. I also have to say that for my particular art-style, I think 'simple' rim lighting would suffice. I know this can be solved spending more time on the normal maps, and some different lighting algorithms. ![]() I tried to like it for 2D art, but it does feel a bit computer generated (not just the examples shown here).and that is just not a look I'm very fond of. While I see the potential of dynamic lighting through normal maps, I am not yet convinced. If it actually works like you suggest and it can be used with skeletal animation then we are in for some crazy looking stuff coming from indies.Īnd bwwd seriously, if you are not interested in this, just stop posting about it. I'm sorry for being a pest, but I'm on the fence if I should back sprite lamp since I'm on the poor side and I can't afford to buy stuff I won't end up using. In your example this is not clear since the light is always the same, and the normal mapping is a bit confusing. Or, could you just load the head normal map and place the head spinning alone with a couple fixed position lights so we can see if in fact the normals adapt well to rotation. The effect is good even when normals where made from just 1 height map. I made enough maps to complete the standing and walking animations, I didn't know normal maps required alphas, can't you make normals using the height maps in the files? I painted them to get a volumetric look, and they certainly looked well in crazybump preview window. I don't think I can spare time to make height maps for all the images, since I'm already crunching hardcore to try and get a project finished before the year is over. Maybe we could create some other scenes with different art styles and proper normal maps. Maybe you could add the remaining if you've got time.)Īnd here is the same scene with some lights and a dark environment:Īs you can see it does not look very good because the character was not designed for dynamic light rendering and the normal maps are really shitty. But those which you uploaded are much better and smoother than mine. ![]() So I had to create my own with ShaderMap 2. In addition your program (Crazy Bump, I think?) removed the alpha channel for the normal map, which would end up in some very ugly rendering. I used tombmonkey's flower girl for the tests (sorry tombmonkey, but the ZIP file, you provided, has not normal maps for every sprite. I created this thread to let you discuss about the here mentioned topic, since this is not really Spriter feature related.Īnyway, I tested the shading stuff with Spriter and pre rendered/generated normal maps.
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