Creating 3D Lighting for my 2D Game
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- เผยแพร่เมื่อ 21 ก.ย. 2024
- #gamedev #unity #coding #english
Please feel free to write your opinions and ideas for improvement in the comment section!
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You are a genius for the shadows. I was always thinking about a fragment shader. But it works really well with a rotated sprite! You have my sub m8
I'm curious to see how you fixed objects to be able to recieve shadows. ^^
Great video tho, game's looking great!
I really want a tutorial on the 3D lighting!
I found a tutorial on 3D lighting in isometric game, I don't know if it will work the same as yours though:
th-cam.com/video/xpL44Ztyy1Q/w-d-xo.html
Yes that is going to work!
I implemented some other things but nothing i dint mention in the video. In combination with my video you should be able to recreate the effect.
Otherwise let me know
il be happy to help :)
@@John-Brx Hello, I just want to know if there's any tool you use that auto generates normal mapping.
No, I do it by hand for every sprite.
It’s very time consuming.
underrated channel, games looking great
Woah! I wanna learn to do that!
Thank you for this video. I, too, am inspired by t3ssel8r's gorgeous work, but your iteration looks to be more achievable (and just as visually appealing). I was wondering if you would still recommend adding hand-drawn shading to 2D sprites and also using 3D lighting. From what you've shown in the video, it looks great (as the light source is coming from above and the camera view is isometric, the shading you've given your sprites makes sense), but I was wondering if at any point you found 2D shading/3D shading and lighting clashed.
Yea it kind of does clash a bit.
But I want the game to be playable without the lighting for low end devices.
That’s why I keep the hand drawn shading.
Wow, this is underrated content . Did you do all of the pixel art work?"
Yes, it’s actually the most time consuming part
@@John-Brx and also the most rewarding part :D
V pretty
This is a really smooth and high quality devlog! I love the visual aids and editing. How long did this video take you? Devlogs take me forever and i don't think i hit your quality level.
This one took me one full day of work
So rad! Please make more videos.
I am working on a new video to drop in a couple of weeks. Happy that you like it :)
It actually may be best solution in term of complexity and result. Though objects does not recieve shadows from other objects it looks decent.
I've been able to make boxes recieve shadows. I wanted to post screenshots but youtube does not accept links. It is achievable with script that recalculates shadow map for object (Unity) taking into account vertex color of a mesh. As we must modify depth by xyz - the combination of rgb does exactly that. In my case i have achieved boxes - not sure if it can be turned into full workflow. Shading by itself require giga brain, but I guess to make it usable as much as possible custom RP coding is required which is very complex for an indie game in the first place.
I've been researching 2.5d lighting quite a lot and can separate this approaches in achieveng that:
1. Full 3d scene with pixelisation effect - tesseler did that.
2. Separate 3d scene for shadows. CoffeeBiz game realized that. Im curious how to make it pixel perfect but i guess it is about right pixelisation effect on shadow layer.
3. Depth map with proper shader - I guess Sea of Stars did that in combination of other methods including normals and probably custom RP. Sabotage somehow using three separate shadows for each object. They do not uncover how its exactly made.
4. Fully custom engine - i've found example of c++ project that uses depth map and shadows are really cool, but c++ code is tough and make full project on that language for this feature is really for strong man lol. Also I found large forum page related to some kind of mobile project with custom pixel isometric lighting system but no full code or final product.
Thx
I have now also implemented a solution to make objects able to receive shadows.
But it’s not really accurate in terms of perspective. I would really like to see some screenshots of your results if that is possible.
@@John-Brx
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@@John-BrxUnfortunately I wasn't able to decieve youtube - comment with links is deleted. Maybe I should make a video about it. I'll let you know if I do.
As the owner of the chanel i can see your deleted comments ;)
The result looks really good!
Please let me know when you make a video about it, Im sure a lot of other people would be interested to
The result is impressive
looks cool!
Looks nice ! How did you add the normal map to the Sprite ? Painting it on by hand seems time consuming…
Yes,
I create a second sprite that is exactly the same and Color the areas by Hand.
It is indeed very time consuming.
Would an object flying over have its shadow far from the object itself? And does a shadow change when projected on the side of a block?
Would you make a small course in the future on the steps you took to achieve that?
It takes a lot of time to make the videos and at the same time I want to keep working on my game. But if there is enough people that are interested I’ll try to find some time to make a tutorial :)
Hi there. I'm curious, how would it look like if you have an object obstructing the light source? say a tree in front of the crystal. Would this solution still produce a good result?
I really want tutorial for this video!
woot, but isometric is 3d, well at least the world is described in 3d :)
there will be a full tutorial on how to do it?
Sure, if people are interested in a more detailed version il likely make a tutorial :)
plis
@@John-Brx
@@John-Brx I am... esp the shadows
@John-Brx im interested
I know that it’s really pretty to look at, but i feel that in the early stage, these visual improvements don’t really matter for your game. Sure, it will generate more views, but it would be smart to be more focused on the gameplay right now.
That is true, but the most important part is to have fun and be motivated to make the game. And at that time, creating the lighting system was the thing I had the most fun with.
But now I'm focusing on adding content for the game ;)
@John-Brx I agree with this 100% You can get demotivated easily if you don't love making the game
If prioritizing aesthetics of a game over gameplay boosts productivity - its smarter to do that, if it's not a commercial project with a team.
tbh since I feel like coziness is one of the core gameplay experience in this game, its actually smart to find a look that works first. If simply moving around in the forest is already satisfying, you know you can make a good game out of it!
Having more views is actually one of the most important things if you want the game to ever see the light. Building a community is extremely importat for indie game dev.