![]() Also, a wedge shape would be nice for top-down games like this, for characters like Link. The ability to pick a color and ignore it when you stretch a shape would help. Mountains are near impossible to get to look good, since you can't pull out the shape of the mountain. You either pull in a full square shape, or not at all. The majority of them have to with the way the shapes work currently. Legend of Zelda has a couple problems of its own. As it is now, Batman (which uses heavy emphasis on black to give the illusion of lighting and additional color) ends up with all transparent buildings where you can see through the bricks. Would it be possible to have a "Blank Slate" option for situations like these, that renders everything as a flat surface that we can then start pulling and stretching to make our 3D versions? Also, being able to choose which color is transparent or if none of them should be would be nice. I ended up having to download a pre-made set to give me a decent starting point. Kirby's Adventure and Batman ended up giving me a headache when I tried messing with them. A new shape option that would be identical to Font, but uses more than just the edges of the graphic to color the sides would be nice. I ended up having to use "Font", which made the tops of the slopes completely black. I was hoping that the Cube or Full Cube settings would let me place the same front graphic on the top of the shape, but it didn't work. SMB3 is kind of difficult to edit well once you hit World 1-2, where you have the various slopes. There were a few things that I've noticed with these games. 3", "Kirby's Adventure", "Batman", and "The Legend of Zelda". !(Assets/Demo Pictures/with green point light and red directional light.I've tinkered with the editor on this for a little bit, using "Super Mario Bros. Add directional light to simulate for example the light of the sun which is coming from the same direction in the same intensity independend of your relative position and distance.!(Assets/Demo Pictures/with green point light.png) Add point light to simulate the light of a single source (eg.!(Assets/Demo Pictures/with blue ambient light.png) Select "Edit - Render Settings" and choose a color as ambient light which is used as base color for the texture.!(Assets/Demo Pictures/without lights.png) With dark ambient light the texture looks like this:.Create a Quad found under "3D Object" and apply the material onto the mesh renderer.Add the texture as base and the normal map as normal map.Create a new Material and set the Shader Type to "Transparent - Bumped Diffuse".Click at the normal map in the Hierarchy and set texture type to "Normal Map".Make sure to tick "Alpha is transperancy" if you use a transperant texture. Click at the image in the Hierarchy and set the texture type to "Texture". ![]() The normal maps were generated using SpriteIlluminator - our Normal Map Generator. It's encoded into the color channe - this is where the strange color scheme comes from. The pixels in the normal map represent a direction - the direction in which the normal vector of a given pixel is pointing. The texture itself is used for the sprite's color. !(Assets/Demo Pictures/character-with-si-logo_n.png) !(Assets/Demo Pictures/character-with-si-logo.png) Dynamic Lighting with SpriteIlluminator Normal MapsĪ normal mapped sprite consists of 2 files:
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