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>> No.410115 [View]
File: 17 KB, 179x305, feb15test.png [View same] [iqdb] [saucenao] [google]
410115

Hanyo got me another model that's more chibi, so it looks a bit better pixelated from a distance. Not as good as something that had the proper texturing for something that'd look like a sprite, though.
Also, not rigged or animated.

I added some things like the pixelation gets smaller the further away an object is, just like zooming in/out on a sprite would be.

I wanted to make better outlines than this Mount Oum bullshit, like by looking for edges in the normals, but I have having issues with normals.
There's also a bug where it'll draw outlines around objects overlapping them, when it should only do so when it's overlapping an object.
Darker toned color outlines instead of just black ones would have been nice too, but that's just more stuff I'll need to wait to get to later. At least I know how to in my head, and know it's possible now.

I wanted to make a mesh particle system with buffered geometries for some effects so I can do something like those thousands of particles in the UE4 demo that come together to make shapes, but with big blocky pixels, but that's going to take too long to get set up. I'll have to just get back to it later since I have other things to work on.

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