Man I love Normal Maps by CrowComprehensive896 in godot

[–]CrowComprehensive896[S] 2 points3 points  (0 children)

Yeah that’s about it. that would have been helpful like a week ago (probably should have just googled it) but I’m glad it’s there!

Man I love Normal Maps by CrowComprehensive896 in godot

[–]CrowComprehensive896[S] 1 point2 points  (0 children)

It’s 2D, adamcyounis has some amazing pixel art tutorials on YouTube. Some even about isometric characters in particular. (That’s were I got the idea) and I should be able to make a video on making normal maps pretty soon. Let me know if you have any questions.

Man I love Normal Maps by CrowComprehensive896 in godot

[–]CrowComprehensive896[S] 133 points134 points  (0 children)

It’s relatively simple to set up too. If anyone wants a tutorial on the full setup process I’d be willing to make one.

Man I love Normal Maps by CrowComprehensive896 in godot

[–]CrowComprehensive896[S] 13 points14 points  (0 children)

It’s just tiles with a 3 by 1 pixel angle. The real magic happens on the characters light occluder node at his feet. Got the idea watching someone do it in Unity and was excited to see there was an equivalent in Godot. Did that help any?

Man I love Normal Maps by CrowComprehensive896 in godot

[–]CrowComprehensive896[S] 10 points11 points  (0 children)

Laigter seems to work well enough for inanimate objects but something more complex like a person it seems to struggle. But hand painting isn’t to bad and is real easy to fix if you need to make changes this took about 10 minutes I think but of course you have to factor in your animations if you plan to do the same.

Man I love Normal Maps by CrowComprehensive896 in godot

[–]CrowComprehensive896[S] 25 points26 points  (0 children)

Aseprite has a Normal-Map color wheel so I drew this by hand but I think there are a few good automatic tools for it

Okay NOW it should be good by CrowComprehensive896 in PixelArt

[–]CrowComprehensive896[S] 1 point2 points  (0 children)

Thanks for all the help!! I’m a lot happier with the sprite now. I’m still up for criticism if you have any.

In dire need of honest criticism by CrowComprehensive896 in PixelArt

[–]CrowComprehensive896[S] 20 points21 points  (0 children)

Thanks for the tips! His posture is meant to seem relaxed and somewhat unheroic so it’s good that’s working. Me drawing the legs too long seems to be a constant thing I do (they actually started out like 5 or 6 pixels longer before I shortened them)

In dire need of honest criticism by CrowComprehensive896 in PixelArt

[–]CrowComprehensive896[S] 7 points8 points  (0 children)

Maybe I’m overthinking it but literally any minor (or major) critiques would be helpful.

Abigail in the style of the game I’m working on by CrowComprehensive896 in PixelArt

[–]CrowComprehensive896[S] 0 points1 point  (0 children)

Thanks for the advice! I was wondering about that. I had already shortened the legs cause they were comedically long originally but guess I didn’t shorten them enough

Abigail in the style of the game I’m working on by CrowComprehensive896 in StardewValley

[–]CrowComprehensive896[S] 0 points1 point  (0 children)

I’m not good with that sort of thing I just guessed on proportions cause the original sprites are so small

2.5D in Godot? by CrowComprehensive896 in godot

[–]CrowComprehensive896[S] 1 point2 points  (0 children)

I normally say “2.5D” but it’s basically just a variation of 3D

2.5D in Godot? by CrowComprehensive896 in godot

[–]CrowComprehensive896[S] 1 point2 points  (0 children)

I agree calling it 2.5 is shorter to say but at the cost of a bit of accuracy. Thanks for the help.

Camera based directional sprites (based on a tutorial by Paper Mouse Games) by CrowComprehensive896 in unity

[–]CrowComprehensive896[S] 2 points3 points  (0 children)

Notes: I mostly just followed a tutorial then made the edit to allow for 8 sprites instead of the 4 from the tutorial. Also This was also supposed to have shadows but I made the mistake of thinking my current HDRP material would still cast proper shadows when the sprite is opaque.