Honestly loving these 2D feature coverages, between you and CodeMonkey you guys really flesh out features in a clear and concise way, then we can quickly take it ourselves and run with it. Awesome as usual.
To paint normal maps by hand isn't very easy, but instead of using some palette, you can also isolate channels of your RGB image. Use R(ed) color channel (Photoshop can display this as a grayscale image) to paint sideways bumps, and then occasionally swap to show G(reen) channel to paint vertical shapes and bumps. Black is the negative smallest value and white is biggest positive value in both of these axis, and middle gray is the flat "camera facing" directional value. This makes it way easier to understand what you are doing. Blue is a bit harder, as it could be calculated, but it is basically the depth or length of the normals in depth direction. You also probably have to normalize the resulting values, as the total values are not going to be normalized when painting in each channel.
This tutorial dropping was very fateful. I just got done coding all of my game features and started working on projectiles and wanted to add some effects and lights are definitely in the pipeline for me. Thanks for taking the time to give us this tutorial!
Very helpful and straight to the point. It's been awhile since I've dealt with 2D lighting, so this was a good refresher, and it taught me a few things as well. Thanks!
8:18 One easy way to do this - in Photoshop (or any other decent image editor), make a pure white copy of your sprite shape on a black background, then blur it with gaussian blur. Then mask this with the original shape's transparency, so you basically get a halo inside original shape. Then use levels and curves to adjust it to your liking. This only works for the edges and holes of a shape, not for interior details like planks and such.
My partner and I are planning a 2D game. He was just telling me the other day about a tool called Sprite Lamp on the asset store that can let you build normal maps from just black and white composites. Sort of the way you did the rim light, but x4 - one in each NSEW direction. So it's good for people who aren't necessarily the best artists, since most anyone can take an airbrush around the edge of a sprite and make it look decent. :)
I'd also highly recommend Laigter for generating normal maps. It's easy to work with and you can customize depth, softness, etc. Plus its free in itch!
Love it, can u make a tutorial on how to make a friend system with like Playfab and Photon because I wanna do like a friend system and add friend to party system and like how to make like a normal level just multiplayer please help!
My problem with normal map is that you have to use performance hitting bone animations, or make normals (and mask map) for every sprite in flip book. Or maybe I'm missing something. Great for doing normal map is Stable Diffusion with Controlnet. You just need graphics card with min. 8 GB of VRAM and evening to setup things.
love your vids but i have a question, what version of unity do you use because I am on the 2019 version and have to make workarounds for lots of your tutorials ty
Great tutorial, thank you! Is it applicable for a 2.5D game? I mean like Metroid Dread, where you use 3D assets but for a 2D side-scroller. Cause this is the kind of game I'm developing, and I really want to learn lighting in Unity for a setup like that. If this your tutorial is not applicable for 3D, could you perhaps do a follow-up tutorial on it? I love your concise and informative style, would be happy to learn from you, instead of going through hours of others' tutorials.
21 день тому
Is there any way to make lighting toon shader style on 2d sprite?
Then go and learn that engine. Unity have tools that amateurs like you don't even know they need. Timeline, bone animations, shader, vfx graph and more. Come back after 5 years.
Honestly loving these 2D feature coverages, between you and CodeMonkey you guys really flesh out features in a clear and concise way, then we can quickly take it ourselves and run with it.
Awesome as usual.
Most smooth 2D Light Tutorial in UA-cam
To paint normal maps by hand isn't very easy, but instead of using some palette, you can also isolate channels of your RGB image. Use R(ed) color channel (Photoshop can display this as a grayscale image) to paint sideways bumps, and then occasionally swap to show G(reen) channel to paint vertical shapes and bumps. Black is the negative smallest value and white is biggest positive value in both of these axis, and middle gray is the flat "camera facing" directional value. This makes it way easier to understand what you are doing. Blue is a bit harder, as it could be calculated, but it is basically the depth or length of the normals in depth direction. You also probably have to normalize the resulting values, as the total values are not going to be normalized when painting in each channel.
This tutorial dropping was very fateful. I just got done coding all of my game features and started working on projectiles and wanted to add some effects and lights are definitely in the pipeline for me. Thanks for taking the time to give us this tutorial!
Amazing tutorial on explaining about normal maps!
Your tutorials just keep getting better and better Brandon! (not that they weren't already excellent).
Clear, concise and very useful. Appreciated
You make some of the best no-nonsense-to-the-point tutorials around. really useful 👍
Very helpful and straight to the point. It's been awhile since I've dealt with 2D lighting, so this was a good refresher, and it taught me a few things as well. Thanks!
8:18 One easy way to do this - in Photoshop (or any other decent image editor), make a pure white copy of your sprite shape on a black background, then blur it with gaussian blur. Then mask this with the original shape's transparency, so you basically get a halo inside original shape. Then use levels and curves to adjust it to your liking. This only works for the edges and holes of a shape, not for interior details like planks and such.
Liked first then started watching, because you bring good stuff on table thanks :) big thumbs up👍
I needed this tutorial years ago, I love it 🥰
Another really helpful video, thank you 🙂
My partner and I are planning a 2D game. He was just telling me the other day about a tool called Sprite Lamp on the asset store that can let you build normal maps from just black and white composites. Sort of the way you did the rim light, but x4 - one in each NSEW direction. So it's good for people who aren't necessarily the best artists, since most anyone can take an airbrush around the edge of a sprite and make it look decent. :)
Nice tutorial mate 😀 keep it coming
This video really brightened up my day...and my game
I like your explanation. thanks 😊
man, you're the best tutos channel in UA-cam. It's like Brackeys Updgraded. Thanks for doing that!
thanks for your amazing tutorial...
Practical and useful
thanks mate!
thank you, very useful!
That game looks cool!
you dont show or say how to get the universal renderer 0:19 im already stuck
really helpful vid, thank you!
I'd also highly recommend Laigter for generating normal maps. It's easy to work with and you can customize depth, softness, etc. Plus its free in itch!
Love it, can u make a tutorial on how to make a friend system with like Playfab and Photon because I wanna do like a friend system and add friend to party system and like how to make like a normal level just multiplayer please help!
My problem with normal map is that you have to use performance hitting bone animations, or make normals (and mask map) for every sprite in flip book. Or maybe I'm missing something. Great for doing normal map is Stable Diffusion with Controlnet. You just need graphics card with min. 8 GB of VRAM and evening to setup things.
You are king
love your vids but i have a question, what version of unity do you use because I am on the 2019 version and have to make workarounds for lots of your tutorials ty
Great tutorial, thank you! Is it applicable for a 2.5D game? I mean like Metroid Dread, where you use 3D assets but for a 2D side-scroller.
Cause this is the kind of game I'm developing, and I really want to learn lighting in Unity for a setup like that.
If this your tutorial is not applicable for 3D, could you perhaps do a follow-up tutorial on it? I love your concise and informative style, would be happy to learn from you, instead of going through hours of others' tutorials.
Is there any way to make lighting toon shader style on 2d sprite?
Would this work with sprite animation?
First 🛩️
Thanks U! But your action is too fast to follow, I have to pause the video and catch up.
Teach what people want know... right now, it's Godot engine... my 2 cents
Then go and learn that engine. Unity have tools that amateurs like you don't even know they need. Timeline, bone animations, shader, vfx graph and more. Come back after 5 years.
Thank you , really helpful