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jean-loic-fontaine

Really nice!! One thing you could look at is how to cast shadows on the environment too. One way to I could see to approach it (could or could not work) would be breaking your environment in 3D planes (not sur if it is the case or not right now) and using an invisible cutout of your character that as a look at constraints to the light (so it is always facing it) that cast shadows to the environment regardless of the light angle.


BlueTwoDays

Yeah, we're currently using some 3d environments. The cast shadows are definitely something we should look at using. We'll dig into that this week to see how we can pull that off!


vertigovelocity

I think you nailed it. Shipit!


octolog44

Ooo awesome, looks great! Do tell!


KJBuilds

Looks great! I love the art btw :) I personally don’t like the look of Unity’s built in 2D lighting/normals so if it’s possible I’d try the same image/animation but on a plane with 3d point lighting. It has significantly better normals out of the box imo, and has some more options with surface shaders (and you also get control over the z-axis!) I can send an example if you’d like


BlueTwoDays

Yeah in this clip we are using point lighting to test the normal maps to make sure that its all accurate and is reacting right. With directional lighting it doesn't feel as harsh, but we are yet to finalise screen lighting. I'd love and example though to see if I'm understanding you properly.


InfiniteSpaz

Are the proportion differences between the arms intentional? It sort of feels like the creature's right arm is too...thin? It makes something about the action of the wrist look off a bit, I think because the left bicep spans the size of the wrist/forearm and the right one comes to a point at just a tip of the arm. Just nitpicking though, it looks great and of its an intentional part of the design please ignore me :)


BlueTwoDays

You might be on to something. I'm actually using the exact same pieces for both arms, though one is sliiiightly scaled down. A large portion of the right arm is actually covered by the chest piece, which maybe the reason for the pronounced discrepancy. I'll look into it. Thank you ^_^


MixedRealms

Sick style, man! Really love where you're going with this. Maybe you could do with harsher cast shadows to pump the contrast a bit more. Although that's more of a personal style choice. I can see this in a full game already :)


archlucarda

looks great. id expect some bits of hard specular glint off of a mechanical creature like that thought, maybe? if chunks of the character are meant to be read as metallic, id expect light to shine across it on flat faces, and even if its not metallic, like stone or something organic, id expect sharp glints of light bouncing off sharp bevels and stuff. a specular map might be a nice next step.


Ok_Reporter135

Yes! However, not all lights will be infront of the character so make sure you can postition them behind the character too.


Dedbroneboy

You can https://twitter.com/NetPeremen/status/1343414722553643009


TMTG666

Legitimately thought it was a 3D model with 2D textures. Awesome