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Deeee

Member Since 20 Jul 2012
Offline Last Active Yesterday, 06:14 AM

Posts I've Made

In Topic: Sprite DLight - Instant normal maps for 2D graphics - Final Week!

11 December 2014 - 01:09 PM

Only 26 hours left until the Kickstarter campaign ends...
 
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"Skull Plant", ©2013 Kevin Chaloux, normal map and dynamic lighting preview of Sprite DLight

In Topic: Sprite DLight - Instant normal maps for 2D graphics

11 December 2014 - 01:08 PM

The clock is ticking... 
26 hours left to grab the tool at the Kickstarter backer price and to jump in for the beta.
 
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"Skull Plant", ©2013 Kevin Chaloux, normal map and dynamic lighting preview of Sprite DLight

In Topic: Sprite DLight - Instant normal maps for 2D graphics

06 December 2014 - 01:21 PM

The final week of the Kickstarter campaign is running and the final stretch goal is smashed:
 

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I am currently redesigning the UI, the flat buttons are gone, there's some shiny new orbs for the map generation tabs:
 

Sprite_DLight_UI_Render.png

 

Any feedback is welcome.

 

There's 6 days left to grab the tool at the Kickstarter backer price and to jump in for the beta.


In Topic: Sprite DLight - Instant normal maps for 2D graphics

01 December 2014 - 05:21 PM

A short update:

The third stretch goal has been hit today and the project exceeded 400% funding.

The new feature allows you to re-render sprites for different environments or day and night cycles, based on the generated normal map.
This enables users of game engines that do not support shaders to customize the lighting of characters and objects, resulting in an atmospheric integration.
 
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"Super Aged Warriors Alpha 2 HD Turbo Special", ©2014 AlbertoV (DYA Games), re-rendered for different environments with the normal map and lighting of Sprite DLight 
 
Four ambient light colors and a directional light can be applied, and users of the Pro version will be able to use this with batch-processing.
The diffuse light is reduced to its directional component, allowing for consistent re-lighting of sprite sheets.
 
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"Wolf where?", ©2014 Kevin Chaloux, re-rendered for different environments with the normal map and lighting of Sprite DLight


In Topic: Sprite DLight - Instant normal maps for 2D graphics

01 December 2014 - 06:00 AM

Hodgman, actually the (monochromatic) specularity factor, based on the specularity map, is added to the ambient light (of customizable colors and intensities) at this time.
This is probably not how it should be done, I will look into a proper implementation.

Servant of the Lord, congratulations on that, and thanks for backing smile.png

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