- Видео 4
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Bleeding Troll
Добавлен 26 май 2023
I am a Game Artist (who, hasn't worked on any games besides his own projects) that is hoping to share his knowledge and tips with other indies looking to make games.
IMPROVE Your 2D Game INSTANTLY With Normal Maps! #gamedev #pixelart
Using Normal Maps is underrated with 2D game dev. Here's a brief video on implementing Normal Maps on to your 2D Sprites.
Contact: bleedingtrollllc@gmail.com
Contact: bleedingtrollllc@gmail.com
Просмотров: 34 854
Видео
(Devlog 1) Creating My Dream Game as my First Game - Dragon Tomb #devlog
Просмотров 6 тыс.Год назад
This is a devlog detailing my process of making a game. This devlog serves to keep me working on the game, as having to make videos holds me accountable. Leave any suggestions in the comments, I'm pretty open to any ideas. Leave a like, comment, and subscribe. Dragon Tomb is a Soul-like/Roguelike game taking elements from games such as Elden Ring, Dark Souls, and Pixel Dungeon. #darksouls #elde...
Literally gold standard for a tutorial video
Death Road to Canada
Love how you skipped the clickbait and got straight to the point that it happens "INSTANTLY". It's practically free, with no time and labor commitment, and no overhead. No technical intuition needs to be learned, no commitment to creating an entirely new channel of assets, just INSTANTLY.
That’s great. Also, you could use the free program called ‘Laigter’ which automatically creates normal maps that are usually perfectly fine.
hey! couldn’t help but see one of your files said [college name] - do you guys host game jams there? I’m a part of a Game Dev club at another close college and was wondering haha
"INSTANTLY" is a strong word for having to manually draw a normal map for every single texture in the game lol
wild to complain about a <10 minute process that you can literally only get faster at
@@kryptiaxx<10 minutes _per sprite_ is still a significant amount of time depending on how many sprites your game has. Simply making a normal map for all the animations in a generic top down player sprite with 4 directions will probably take a week to finish (assuming you can’t work on it 24/7).
Great video! Subscribed.
Thanks
There are a ton of things that Alphas can be helpful for besides simple holes like in the video - however since this is just a short I didn't have time go in depth about how cool they are or using them for interesting utilizations for games such as foliage. I may create a full video about them soon if there is interest.
hello. just new to aseprite and game dev. when u create your sprites u make it like 16x16/32x32 and scale 2x 3x in godot? or do u make it larger and use bigger pencil? (like 2 3 4px pen)
I make my sprites using 16/32px, and then in godot there are ways to make the pixel art scaled up by changing some settings/viewport size and it works fine.
but still i think that the original without shaders support look better,the one with shaders is like why should i waste time choosing the colors when the shaders will change the colors into that ugly color palette ,the one on the right is far more visually appealing to me,also for one texture it doesn't change much but if i do that on every single texture that would heavily impact the game performance,especially on big maps,but all this negative review for those shaders is based on me so don't think i am insulting and all that,i just prefer to have less performance impact,like that i can decorate the tilemap as much as i want without loosing much fps,the only way i would use that shaders support would be on effects like arcane spell and similar.
um actaully... hilarious
Great and helpful video. Looking forward to more like it. Sub'ed.
Hand painting gives better results, although it's time-consuming.
what if i want to add normal maps to a sprite with animations
You'd have to animate the normal map as well.
What software did you use for the preview?
he use godot and aseprite
Do the normal maps work properly when rotating your sprite by default, or is there some setting to adjust for that?
I didn't know you could use a Normal map for 2D art! Nice video!
is there any way to make this work with an tileset?
It SHOULD work with tilesets, though I'm still working on that aspect of it. Once I get it down I'll let you know
What a cool premise
Great video!
i need to stop watching game dev tutorials with no intention of making a game. good video 👍
If you’re wondering about the normal map colors, the RGB Color channels are used to store the XYZ components of the normal vector for each pixel of the image
What about height maps?
It should be noted you can also construct normal maps individually per channel. This is how professionals do it as doing it this way makes it much easier to understand why you are actually putting down the pixels in a certain place.
really helpful!
waow
At this point, 2D in general feels like shovelware.
In my opinion, I have to agree with you for the most part which is why I'm trying to help it a little bit, but if you are interested I do have some videos about creating high quality 3D assets for indie games coming if that interest you.
Awesome video
That's neat. I got acostumed to 3d engines calculating normals for me, having to paint them myself kinda bends my mind a little. For the color I suppose I could use a 3d vector and what color it gets as I rotate it.
Same, I am used to using 3D engines and Substance Painter 3d for normal maps, so doing it by hand especially for pixel art was interesting. It definitely gives me more appreciation for all automation that 3D engines do.
How would you do this for animated sprites? Or even 2d animated png style animated objects/characters such as in Cult of Lamb?
I'll try to include this in the next video, but you would need to create a normal for each frame of the animated sprite - other people have mentioned that there are automated normal map creators, but I haven't tested any out to say I'd they work well.
"Those complexities don't really matter unless you're programming a rendering engine" Or making a custom shader, which many 2D games could do for stylization effects Or changing the way lighting works from the native default, which may lead to unexpected behavior if you don't know how normal maps work Also, not describing how they work to at least some baseline degree of specificity gimps the viewer out of learning how POWERFUL normal maps are. You DON'T have to use them just for lighting, depending on the nature of your game they could be use for many unique and interesting purposes. They're a great thing to check out in more detail- *gets blown up by the anti-intellectual bomb at **1:14*
i'd say do a mix of both, pixel art with HEAVY normal maps look very jarring and contrasty, your first example of your sword is the worst offender. average out the normal levels so that the sprite reacts to the light, but doesn't self shadow so harshly
Thanks for the simple tutorial, it really helped me!
Cool. I have actually never seen normal maps used for 2D games
can this be done with sprite3D?
Sorry for the late response, I do not have much experience with the Godot 3D systems as I mostly use Unreal, but it does seem like this should work for sprite 3D, as long as you can set the texture to canvas texture, and then plug in a sprite for diffuse and the normal map in the normal map slot. I will showcase this in in the next video.
Is there any way I could use that point light texture? Trying to make my character, Morver, look 3D but I don't exactly have a point light texture (and aseprite doesn't have a clear gradient option for whatever reason). (I'm using RPG Maker, but decided to use Godot for testing purposes until I learn to do proper coding and port my game into it)
Yeah, I put my email in the description, if you shoot me an email then I can send you the light sprite. I'll send you the one that I used in the video and also a slightly higher resolution one.
I tried normal maps on pixel art once, but without the skill to make a custom lighting engine it looked terrible. The problem is my style of pixel character art needs smooth normals and a small number of discrete shadow tones, which are both hard to achieve by hand.
There is also a tool named laigter, which can be helpful for normal-maps. Not perfect, but worth trying out.
Not worth the time. You will make more tangible progress learning to draw the normal maps per hand (not only for better normals but also in general, thinking about shapes and depth is a big biiig thing in art) The only way such a tool could theoretically work is if you have your texture and somewhat 3d model the rough shapes outward from the texture. This way a very accurate texture could be projected onto the base sprite. To my knowledge, nobody has attempted such a thing.
what happens when the sprite rotates? thanks!
The lighting on the sprite will still be dynamic even if the light is stationary, so similar to what you see in the video, but if the sprite was rotated instead of the light being moved. You can kind of see it at at the 6:30 timestamp onwards. Whenever I release a second video Ill try to catch it better.
@@BleedingTroll that makes sense that it still updates, but the directions in the normal map are kind of confusing. does the engine 'read' the normal map depending on the rotation, or do the colors not correspond to a fixed direction?
there are free software who can just convert an image into a normal map
What are they
a very cool tip.
Materialize - by Bounding Box Software. You're welcome
@tjazpirnar ill give it a try and give an opinion on it in the more in depth video. Looking at their website it seems interesting, though we'll see how we'll it works with pixel art.
You still working on this? Looking forward to the next one :)
Yeah, I actually have been working on it a bit since the last dev log but have been a little bit busy with too many other projects, but I'm back on the Dragon Tomb train, hoping to release the next dev log soon.
@@BleedingTroll Thanks for the reply. Can't wait :)
But…. Do you then draw the sprite normal like always with shading or without shading? Because if you shade a sprite and then additionally make some 3dish light on top. That will add additional shading to the sprite which wasn’t maybe intended before by the artist…. Do you understand what I mean?
Yeah and…. You shade on object like for example the light is fixed from one side…. But now you put normal maps and the light comes from any direction but the sprite has already it’s shade… it would like weird?
generally with this you'd just want to draw some neutral detail shading, no directional lighting.
a normal map "maps" normals! Its that simple! A normal is a vector which is perpendicular to a plane. Its use in lighting is to signal to the renderer which direction a face is well, facing. In its most simple form the normals match the faces of the rendered object's geometry exactly, but often you want to make a mathematically flat face look less flat and thus a normal map can create more complex normal arrangements to simulate things like texture and bumps on the rendered objects surface. It gets a bit confusing in 2D because generally there is no need for a normal map at all, but taking advantage of how modern engines do 2D you can still leverage the lighting system, and thus normals even in 2D. This is not something I would have thought of, but I normally do 3D anyway. Cool video and technique though.
This looks pretty cool, but I can't imagine doing this for every single animation frame on my characters
@raidev_ Yeah, there are automated solutions but I don't really use them for 2D pixel art so it remains to be seen how useful it'll be for animations. I'll test it out in my next video and hopefully it'll be a viable option for you if it's something you'd like to do but don't have the time for.
A quick look into it like this was perfect. I was using lights and was annoyed with how it affected the sprites looked. This makes it easier to know what to research and try out further.
very cool, +1 new sub