I'm curious about the light profiles to generate light/shadow information for each angle. Wouldn't it be possible, as an alternative, to draw a height map of the character and generate the light profiles from that? Maybe worth exploring? I think such a feature could be a time saver for artists.
An example workflow could be to generate a basic light profile pass based on the height map and then tweak it manually afterwards.
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Didn't think of asking first, but maybe you're not the creator? :P
No, not the creator. Intrigued by the creative adaptation of normal mapping techniques. I like the lower examples, where they hide tiling artifacts with interesting lighting, could be really good in a scroller.
Omg. This looks very interesting. Do I understand right that two lighting profile can be enough? The more profile you have, the more accurate result you get? Doesnt this hard to work with animations?
Yeah, probably two is enough for most things, X and Y.
I think anims would be difficult. The author does mention how is takes about twice as long to create color + lighting profiles, as it does just to make regular sprites.
The most interesting thing, I think, about this would be the ability to create irradiance hemispheres to re-light the character as they move in the environment. I wonder if there would be some way of automating this so you could automatically bake a grid of them throughout your level to lerp through similar to how UE3 does character lighting with their environment probes.
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I'm curious about the light profiles to generate light/shadow information for each angle. Wouldn't it be possible, as an alternative, to draw a height map of the character and generate the light profiles from that? Maybe worth exploring? I think such a feature could be a time saver for artists.
An example workflow could be to generate a basic light profile pass based on the height map and then tweak it manually afterwards.
Thread subscribed.
edit*
Didn't think of asking first, but maybe you're not the creator? :P
At some point it seems more efficient to me to model in 3d and render with no filtering etc...
Can't wait to see a pixel art game with awesome real time lighting effects tho.
I think anims would be difficult. The author does mention how is takes about twice as long to create color + lighting profiles, as it does just to make regular sprites.
http://robotloveskitty.tumblr.com/post/33164532086/legend-of-dungeon-dynamic-lighting-on-sprites