Shaders Case Study - Dead Cells' Character Art Pipeline
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- Опубликовано: 5 сен 2024
- Get the Shaders for this Video here ➜ github.com/Bro...
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Extra Links
Gamasutra article on Dead Cells' art ➜ www.gamasutra....
Bonus explanation of normal mapping using inverse Matrix ➜ paroj.github.i...
Music:
Dead Cells OST - Prisoner's Awakening
Yoann Laulan
From Unity 2018.3 beta release notes: "Animation: Added SkinnedMeshRenderer.forceMatrixRecalculationPerRender. This property should be set in cases where the user would like to manually render a skinned mesh multiple times within a single update, an example of this would be rendering out the results of an animation to a texture"
So yeah, just go ahead and ignore the whole editor coroutine thing towards the end of the video ¯\_(ツ)_/¯
Awsome vid! Maybe you should pin this comment?
Good call, thanks!
Is this channel gonna update regularly ??
I love game designing and i love game development your old computers give me i have please please please please please you give me your old Technology please sir I love game development I love game develop so you help me sir my watsup number is +917330489287
@@worldwebnewsdp9549 Are you well?
Welcome back Dan! Great video as always. - Matt
Wow didn't expect Unity responding! That's great
Unity lol?
Thanks Matt! ^^
Welcome back. How about a video about: how to move grass and plants on player interaction or world interaction (ori is a very nice example for that) / alternatively a video on how to do fog of war (2D / 3D). These things are very interesting to me, but I still haven't found a good way of implementing it. Not only for my own benefits but I do think these two items are very interesting per default.
Cheers
Setup animation on grass, add collider2d, add ontriggerenter2d {animation.play()}
Nice to see you back! =)
Thanks man ^^ it's good to be back. Though I'm not saying I'm about to start posting super regularly or anything... but I'm gonna some time to make videos again I think :D
That's good to hear man! Yeah don't sweat it, I can only imagine how busy you must be. ^^ Just keep up the great work, quality > quantity anyways. =D
Dad
Welcome back! Don't you ever leave us.
RIP
Holy crap, I legit found your channel yesterday, watched all of your videos and then saw that you had been gone for a while.. and today you're back!!! Wow!
Same!!
You're back! I'd love to see more tech-art pipeline videos like this (even if they are 10 months apart). Few others out there putting together such well thought out and concise videos like these. Always appreciated! Thanks
7:01 Yes! Please cover more art pipeline/tool-building in Unity!
I literally juuuuuust checked you channel to see if there was a new video 10 minutes ago. I’m so happy to see another one from you :)
Dude, thanks a million for this. It's amazing!
I'm working on a game right now, and have been busy with finding a good pipeline for the animations and assets, this video and your implementation comes as a miracle at the right time. Thanks!
As a Tech Artist myself - YES MOAR TECH PIPELINES PLEASE!!!!
I've been thinking about this ever since I noticed that Lethal League's characters are actually models without antialiasing. Kinda happy to finally see a way of doing that style. ^^
Another Shader Case Study!!!! *grabs popcorn and shakes in excitement*
Thank you for making the Prisoners Awakening as the background music. Incredible soundtrack 👌
No joke, I literally had your jingle (the old one) in my head all of yesterday, welcome back, dude!
I've been interested in converting 3D models to animated sprites ever since I played Iji. It has a far simpler process but the result is, like here, (relatively) smooth animations that contributes to the Another World-like aesthetic.
Yaaaay, Shadey is back! And kicks the doors out when he does it :D Great stuff, would definitely like to see more of this kind of videos.
Happy to see you back. I think it would be interesting to see how you make tools for artists and animators.
your back and only 3 days after i commented asking where you had gone and made a whole video bravo you work quickly
Holy shit. Fabulous video. Great job, algorithm!! Headed to ur Patreon now
Dude, we all crave more from you. Just look at your ratio between likes and dislikes. You really are one of the best resources for creativity and knowledge on the interweb! Those videos videos are insanely well done!
Good to see you in action again! I would like to see more videos about the graphic pipeline too :)
Good to see you again man, havent seen anything since before your Debug Log episode
Very cool, I would have never thought this was the way Dead Cells accomplishes their style. I’m not a subscriber, but am quite happy this showed up in my recommended tab - probably because I’ve been searching for videos to help get better at Dead Cells. This video won’t make me a better player, but it does help me appreciate the game and the hard work put into it, even if that work “cheats” :) Better to work smart than work hard.
I will greatly appreciate more content based on pipeline stuff. Great video btw!
I thought of this method long ago. Nice to see someone making it work.
This channel is so unique, and every concept is explained so well. I look forward to your future videos.
I would love to see more art Pipeline stuff! This was really cool
First of all: Great video!
Second: I would really love to have videos about art pipelines or similar too. Your channel is simply the best resource when it comes to shaders at the moment, so cool to see you back!
Welcome back!! I love your videos, they always make me discover cool new tricks about shaders. Hope that you are back to continue to enlighten us
This method was used at my first job a few years ago. We used 3DS MAX for the rendering process and it was quite simple and fun to do stuff. Sadly, the game wasn't popular enough to continue with game dev
Holy shit...this channel is a gold mine!! Need to check out the other videos now
OH MY GOD!!!! YOU ARE BACK!!!
Man, i love your videos, please dont stop!
Yes. Very much interested in tech art pipeline stuff!
Yes please, other than graphics, tools are my next favorite thing to do
I also found out about your channel pretty recently, it's amazing to see you back creating videos! Your channel is really important to the gamedev scene, it certainly helped/is helping lots of game devs to make prettier games :D
These ressources are so valuable. Thanks for sharing your knowledge the way you do it. Truly oustanding.
that was a long break, glad to see you are back 👍👍👍
The art is so amazing in Dead Cells. Motion Twin deserve indie game of the year
Pretty cool explanation on how they made it, thanks Bruh !
Great tutorial! It always amazes me how in depth are your videos...
Yay! Long time no see, keep em coming!
Yeah, a video on writing artists tools would be pretty cool.
Great video! Would love to hear more about your experience with making tools for artists!
Oh my god you're alive, I'm so happy to see you back delivering good content :)
a new episode, and my favorite game, am I dreaming?!
Omg you're back
.... Do my eyes deceive me?
(☞゚∀゚)☞ Your shout out was a contributing factor in me coming back! Thanks for the motivation~
HOLYGUACAMOLE I was sooooooo much waiting for you
Great video, can't wait for the next one. Here's hoping it doesn't take another 10 months.
Welcome back! I'm sooo glad! Now to watch the video
Welcome back! Great video as always :)
First time visiting your channel and this video is amazing and super helpful! I’m studying and training for developing my own game and this really helps with a lighting. Idea I was fumbling around with. Instant subscribe!!
Welcome Back Dan!
Thanks for making great content! I always reference this channel when working on cool shader things or when new videos are posted!
Recently started working with Unity's rendering pipeline (in 2018.x). I may end up going through all the tutorials one day and making shader graph versions :P
oh nice a new video at last! welcome back!
I've currently been thinking of creating some useful tools for a filmmaking project I've had in the back of my mind so the "tool making" videos would be incredibly useful and interesting!
Yes! Tools! Technical art! Please do more of that :D
Glad to see you posting again man!
Definitely post more about workflow pipelines!
You're back! Marvelous.
Well explained and shown. Would really like to see a video from you about the use of the new 2D Shader Graph in Unity with the LWRP.
Keep up the good work
Happy to see you back!
Whoah he's back!
THIS IS ACTUALLY THE CRAZIEST SHIT I'VE EVER SEEN I AM FREAKING OUT
Id love tp watch more tech and tool vids! Great stuff
Welcome back.! Nice videos ever
Enjoying your videos! I would love to see a shader case study of Monument Valley!
ha vuelto, dios como extrañaba estos videos
Oh shit, you're alive! Welcome back!
I love how smart this "hack" is, instead of filling the game with crappy blobby 3D models, they can essentially just run them through a filter to get sexy, smooth, 2D sprites.
Glad you're back, good Video, thanks. :)
hes back, wonderful
He's back!!
Welcome back!!!
Holy fuck i was not ready for this
YES
The man, the myth, the legend! He's back!
Omg! Yes. Thank! Another masterpiece
I changed my Twitter from @loolo78 to @LouisGameDev
You are back!!!!
BTW in this case instead of yield return null you might want to consider using
yield return new WaitForEndOfFrame(); i found it to be a lot more consistent
Welcome back! I've missed you!
He's... he's alive!!!!!
You're alive!!!!!!! Omg
OMG,Thank you.You are back!!!
I've thought about this sort of thing for a looong time, but in a different manner that probably wouldn't work; having the shading on sprites differ from light sources based on the value of each individual pixel on the sprite. So, there would be a base color, then the shape of the object would determine the values of each pixel for the light source to render with.
I figured Dead Cells wasn't actually pixel art, but it's an interesting trick imo.
Glad to see another case study, you deserve a lot more subs than you have
Very glad for more content :) Keep it up
Hi, thanks for the video! Why not just skip the 3D-to-2D part and just use the 3D model directly in the game, with a pixelate shader applied? With orthographic projection, you can layer it over your existing 2D world.
I was thinking about this
Excellent. Very informative.
You are real smarts. I'm trying to make videogames and you are smart about videogames. That's a really nice thing.
i want an open world rpg game with this "3D pixel art" style. imagine a game like octopath or hyper light drifter or shovel knight (but 3rd person not top down) with the 3D sprite style of dead cells.
that would so dope.
Welcome back
Thank you so much! Definitely more tools topic pls.
woah you're back :O PogChamp
You should update your playlists to include these videos! Much love.
Definitely interested in tool building!
I check your channel every week... you`re awesome... plz more videos
Welcome back :>
Your back!!!!
DUUUUDE! this put a smile on my face ! wish you make more , and are you interested on using Shader Graph ?
Man, you are amazing! Like it!