Marmoset hexels 3 create carater9/7/2023 ![]() I guess overall it might be a good cost to benefit ratio for some folks so you can always check it out. It involved creating normal maps as I recall which only added more time (not to mention was tedious IIRC) to the graphics as usual. However, despite the products saying "easily add lighting" it was not. On a related note I checked into lighting in 2D and with sprites at one point over the past couple of years thinking it might be a low cost way to improve the visuals. Without the lighting FX it would look like the normal pixel art games you are used to seeing. Probably can be condensed to simply lighting (the lights are colored I believe). Quite possibly some of that shader voodoo going. Pro Motion has tools for palettes, animations, tilemaps, and the actual drawing tools are nice too.Ĭlick to expand.Colors and lighting. Something like photoshop is close to the worst thing you can use for low-rez pixel art in my opinion, not because it can't do it, but because other software is simply much better at it. Then, you can use normal maps on your sprites and get pretty nice results.Īs far as software, if I were to force myself to do pixel art, I would use Cosmigo Pro Motion to do it. But you can easily get around that be doing some subdivision modifier combined with a displacement map of where the bumps would be. The normal material method I use requires that the model itself not be using any normal-maps for the materials because the "normal-map render" material can't account for that, only accounting for actual geometry. and just re-render and you are done.Īnother thing I like about doing 3d renders for sprites is that I can also render out a normal map. It is also easy to make changes, in materials, animations, lighting, etc. I can use the whole modifier suite to my advantage, which you can't do if you expect to export 3d models. ![]() But for me I can take very good advantage of the 3d environment and Blender capabilities. I can't go very low resolution though, and I don't model anything with high detail as it would end up looking like noise. But if I use Blender, with the proper shaders and correct render settings, I can get "acceptable" results. I for one, despite the "simplicity" of pixel art, don't usually get what I call "acceptable" results with it. The outcome of that will likely be different from person to person but it only matters for you in this case. I suggest just knocking out some things for a level in both formats 2D and 3D and weighing the cost (how much time it takes for each way) vs how satisfied you are with the results of each way. If you go with either of these then you can focus on other things to make the display more visually appealing such as deep parallax scrolling layers. If you go with a ultra low poly 3D models or a very simplistic 2D graphics style either one should be easy to create the graphics content. The closer the target is to your current skills the easier it will be. The further the target level is away from your current skills the longer it will take. ![]() This is mainly in context of your Metal Slug inspired game I am guessing? Although I get that you may well just be wondering in general.īottom line is 2D or 3D the time & difficulty spent on graphics will be based on the quality level you are targeting. ![]()
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