awesome-modern-cpp : A collection of resources on modern C++.programming-talks : Awesome & interesting talks about programming.cpp_youtube_channels : Listing of C++ Youtube channels for conferences and user groups. gamextech A web-based knowledge management system for visualizing game related technologies.SphericalHarmonicLighting/CubeMap/Probes.There was another visual novel there as well and they seemed to have the same experience but theirs was playable so they have an easier time showing people I suppose. We did do a lot of theme business there though so. We gave out a lot of pins which was nice, but I suspect we got more benefit out of announcing we'd be there than our actual presence at the show itself (one of our actors is quite popular online so he'd RT our announcements). Not really what I was expecting from PAX, lol. People liked the artwork but a lot of the time our conversations went like this: I suspect I might have better luck promoting that particular game at an anime con as that's a bit more their demographic. We showed VEV and got some great response and a lot of people lining up to play it (I imagine because it's PSVR), but we also went out there to show our visual novel and that half got a lot more ? from folks. We've just returned from our first PAX as a company, which was fun and great, but it was sort of mixed for us I feel. There's some fantastic stuff I could do with lighting Thanks ya'll ! I can't wait to experiment more with actuals. Plus it's rather cheap and still updated (latest update from december) Honestly, probably the best tool to have if you wanna do "fake 3d in 2d" style with good bump mapping. It also generates great specular maps and depth. Now it doesn't handle really large files well due to the amount of calculating power, but you can resize 4096x textures to 2048 and then boost them up once it's done since for normals it's not that important. Sprite Dlight is honestly the best option. It took such a ridiculous amount of time I didn't bother. Technically it's capable but it basically requires you to draw your shading yourself. Then you have spritelamp which is the first thing I found. It will only give volume on things you've shaded yourself so it won't have that full 3d volume effect.Ĭrazy bump also isn't really adapted, it's better for 3D than 2d and the normals it generates are really messy I first tried using the normal maps generated by the nvidia plugin in photoshop but it does almost nothing really. I experimented basically with three different methods to get to this. And yeah it's close to "one click" (well you still have to adjust in the program for ideal settings but yeah, it takes almost no time =p) Sprite Dlight is easily the best solution. Maybe mechanically there's some similarity! Guilty Gear Xrd seems to be the closest I've seen but artistically that's a different tone than what I'm aiming for. I've always found it hard to find an example that successfully pulls it off rather than trying to "ape" a cartoon look. (there are definitely more modern examples that the art itself is something that stuck in my head, especially Redline with it's use of hard inked shadows) In a nutshell, I want the game to look like an early 90's anime, down to the background/character composition. I'm at work at the moment, but I'll find the references again so I can post them here. I can't write shaders for shit haha (that's been well documented in the past from me in this thread ) What would I have to "give up" to get something that's close to the aim but makes sense in the context of 3d space.Īnd then the actual creation of the shaders themselves. If shaders needed to be written, how would that look from concept to implementation. Which areas would an environmental or character shader be better and which area would just straight texturing/modeling be better.ģ. Is the art style I'm aiming for even feasible.Ģ.
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