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Dee

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Dee last won the day on December 31 2014

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  1. @bwwd: I used a circulating light source for the animation, I think that is the reason why the light looks a bit inconsistent. I have also thought about dithering effects for the lighting, and some kind of restrictions to preserve the palette of the original sprite in the rendered version. However, as the tool's own lighting preview is just meant to tweak the map settings (it doesn't actually use the GPU and is pretty inefficient), I probably won't implement that, even though it would be nice for the re-rendering feature.
  2. Oh, and, bwwd... I love your avatar! I couldn't resist ;)
  3. Thank you. I was lucky enough to be allowed to use the art of several amazing artists to demonstrate the tool. The art used for Sprite Lamp is also nice, but it has all been created by the same artist, and she had to paint the normal maps by hand, which was of course a lot harder to do.
  4. Hi Mike, Thank you for the nice words, I will be checking this Forum regularly and I'm looking forward to getting in touch. There's also some things I will have to fix for skeletal animation, such as smooth blending of the normal maps on joints. Best regards, Dennis
  5. I just wanted to let you know that my project has been launched and is already funded! The final project can be found here. There are still some things that need to be done for skeletal animation, like smooth blending at the joints of a character. I appreciate suggestions and any kind of feedback.
  6. Thanks a lot, Trixt0r. In case of the pumpkin example, the normals were calculated from the shaded sprite. Working with diffuse textures is also possible, as the tool has a volume boost that 'inflates' flat shapes. In the skeletal animation example in the video, the body parts were based on vector art which consisted of flat shapes, and the resulting normal maps turned out well. The tool won't be for free, as you can see on the Kickstarter page preview, but the prices are even far below other (less powerful) normal map generators. There is no demo yet, but backers will be able to participate in beta testing shortly after the end of the campaign.
  7. The Kickstarter of Sprite DLight can now be previewed here: http://kck.st/1vVwkRs There is an example for dynamic lighting + skeletal animation in the video. It has been done with Spine, but things should work for Spriter in a similar way. On the Construct 2 Forums, there is also a discussion, involving C2 and Spriter integration with normal maps: https://www.scirra.com/forum/sprite-dli ... rt_t118649 TLDR version: Launch will be next Tuesday. I'd love to try processing some art made for use with Spriter. It would be amazing to combine these two technologies.
  8. Hey guys, I know this topic has been inactive for a while. But I've got some work in progress that I'd like to share. I am working on a tool that automatically generates Normal Maps with only a sprite file as the input image. Of course, the resulting Map isn't as perfect as a hand drawn one, but in cases where you have a large number of sprites, like animation frames or body parts of a character you want to animate with a tool like Spriter, the quality should be good enough. This is the Normal Map, Depth Map, Ambient Occlusion Map and Specularity Map, that my Tool (Sprite DLight - hopefully soon on Kickstarter) produced from the original sprite in a matter of seconds: (downscaled from 512x512px) Seems like the original hand painted normal map's Red Channel was inverted. My tool also has various fine tuning options like Inversion of the Channels, Intensity and Volume Boost Sliders and a lot more. If somebody has an atlas of bodyparts for an animated character he wants to try out with dynamic lighting, you can send me your art and I can see if the tool can generate a nice normal map for it.
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