Greipur
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« Reply #80 on: May 21, 2014, 10:58:12 PM » |
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Just wanted to pop by and say that I'm grateful to see some non-humanoids, sci-fi worlds needs more of that.
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JobLeonard
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« Reply #81 on: May 22, 2014, 05:00:27 AM » |
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Very nice! Yes, using normal maps on sprites is quite an exciting new use of an old trick.
I can also see how it would require some polish - I can see the shadow contrast change on the ship as you turn it. makes it look a bit like you are crossfading between two sprites instead of a "proper fake" shadow. I think the reason is that the levels of your second normal map need to be "normalised" to match the first
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friken
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« Reply #82 on: May 22, 2014, 01:01:02 PM » |
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Just wanted to pop by and say that I'm grateful to see some non-humanoids, sci-fi worlds needs more of that.
Thanks! I agree, some of my favorite are the oddball aliens. I imagine when we do discover alien life it will be even stranger than our wildest expectations.
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friken
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« Reply #83 on: May 22, 2014, 01:02:48 PM » |
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Very nice! Yes, using normal maps on sprites is quite an exciting new use of an old trick.
I can also see how it would require some polish - I can see the shadow contrast change on the ship as you turn it. makes it look a bit like you are crossfading between two sprites instead of a "proper fake" shadow. I think the reason is that the levels of your second normal map need to be "normalised" to match the first
yep, you are correct.. our lighting was quite a bit off. It will take a couple attempts to get it right and learn so it is faster to make for the next ones.
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friken
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« Reply #84 on: May 22, 2014, 01:46:19 PM » |
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2nd ship, our artist did a much better job with the lighting than I was able to do on first ship: Using our spiffy new custom sprite shader, it looks quite nice rotating ingame: The gif compression makes the lighting look odd in some frames, the real video if you want higher quality sample: https://www.youtube.com/watch?v=Loyq_vaXx-0&feature=youtu.be
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« Last Edit: May 22, 2014, 07:48:24 PM by friken »
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karlozalb
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« Reply #86 on: May 23, 2014, 01:09:21 AM » |
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woah, that normal mapping is awesome, It adds a lot of depth. Is the shader hard to implement for animated sprites??
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JobLeonard
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« Reply #87 on: May 23, 2014, 02:51:03 AM » |
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Very nice man, tell you artist he has at least one fan of his work out there :D
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Jeff Skyrunner
Level 0
Never, but question engineer's judgement
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« Reply #89 on: May 23, 2014, 07:48:29 AM » |
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Wow! Haven't tried anything about the game yet, but the concept are really cool! It has been a while I haven't seen a sci-fi game so intriguing... at least on paper! Well done and keep us posted
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I'm not a insane, my mother had me tested
I'm an engineer. To save time, just assume I'm never wrong
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DarthBenedict
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« Reply #91 on: May 24, 2014, 06:13:41 PM » |
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Impressive.
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JobLeonard
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« Reply #92 on: May 25, 2014, 11:25:25 AM » |
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That tilt effect is really impressive. I still feel like I can see the transition during rotation though - but that might just be me.
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Cakeypigdog
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« Reply #93 on: May 25, 2014, 12:46:56 PM » |
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Not seen this before. Looks so good. Following.
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friken
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« Reply #94 on: May 25, 2014, 06:02:31 PM » |
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That tilt effect is really impressive. I still feel like I can see the transition during rotation though - but that might just be me.
I'm curios what you mean by transition? Gif effect maybe? Whatever you see can you also see it in the video here?
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JobLeonard
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« Reply #95 on: May 26, 2014, 03:06:12 AM » |
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Maybe the simplest way to put it is that it looks like I'm looking at two subtly different depth models, between which we alternate with a crossfade as we rotate from 0 to 90 to 180 to 240 to 0 degrees again.
It's most notable on the shadows of the upper-left section of the ship - they suddenly vanish about 90 degrees in. Real shadows would project outwards from the sun, so they should actually shrink gradually as the ship rotates from 0 to 90 degrees, not suddenly disappear.
I'm not sure though, maybe it's an inherent limitation of normal mapping.
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friken
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« Reply #96 on: June 07, 2014, 09:53:02 AM » |
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It's most notable on the shadows of the upper-left section of the ship - they suddenly vanish about 90 degrees in. Thanks for the detailed feedback. I've tweaked it a bunch more to get what I think is the best we can w/ the spritelamp-ish + displacement mapping. I'll post some more gifs once I get a couple ships full into game w/ attacks and AI.
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friken
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« Reply #97 on: June 07, 2014, 09:53:16 AM » |
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Hi guys. We have been inching our way along, making progress...slow progress but progress This last week we finished ship designs for a handful more races. Krex: Dravlac: Mooshee: Moknon: We have also completed our transition from 3d ships to 2d w/ spritelamp light lighting + displacement mapping. I'm very pleased with the results. Once I get a couple of these 2d ships fully moved into the game w/ attacks and AI, I'll post a gif or two or combat.
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friken
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« Reply #99 on: June 07, 2014, 09:31:11 PM » |
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Thx. We use both a normal and height. The normal gives us the 2d spritelamp like lighting and displacement/height gives us ability to tilt in depth axis.
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