From Unity 2018.3 beta release notes: "Animation: Added SkinnedMeshRenderer.forceMatrixRecalculationPerRender. This property should be set in cases where the user would like to manually render a skinned mesh multiple times within a single update, an example of this would be rendering out the results of an animation to a texture" So yeah, just go ahead and ignore the whole editor coroutine thing towards the end of the video ¯\_(ツ)_/¯
I love game designing and i love game development your old computers give me i have please please please please please you give me your old Technology please sir I love game development I love game develop so you help me sir my watsup number is +917330489287
Welcome back. How about a video about: how to move grass and plants on player interaction or world interaction (ori is a very nice example for that) / alternatively a video on how to do fog of war (2D / 3D). These things are very interesting to me, but I still haven't found a good way of implementing it. Not only for my own benefits but I do think these two items are very interesting per default. Cheers
Thanks man ^^ it's good to be back. Though I'm not saying I'm about to start posting super regularly or anything... but I'm gonna some time to make videos again I think :D
Holy crap, I legit found your channel yesterday, watched all of your videos and then saw that you had been gone for a while.. and today you're back!!! Wow!
You're back! I'd love to see more tech-art pipeline videos like this (even if they are 10 months apart). Few others out there putting together such well thought out and concise videos like these. Always appreciated! Thanks
Dude, thanks a million for this. It's amazing! I'm working on a game right now, and have been busy with finding a good pipeline for the animations and assets, this video and your implementation comes as a miracle at the right time. Thanks!
Very cool, I would have never thought this was the way Dead Cells accomplishes their style. I’m not a subscriber, but am quite happy this showed up in my recommended tab - probably because I’ve been searching for videos to help get better at Dead Cells. This video won’t make me a better player, but it does help me appreciate the game and the hard work put into it, even if that work “cheats” :) Better to work smart than work hard.
I've been thinking about this ever since I noticed that Lethal League's characters are actually models without antialiasing. Kinda happy to finally see a way of doing that style. ^^
6 років тому
Dude, we all crave more from you. Just look at your ratio between likes and dislikes. You really are one of the best resources for creativity and knowledge on the interweb! Those videos videos are insanely well done!
First of all: Great video! Second: I would really love to have videos about art pipelines or similar too. Your channel is simply the best resource when it comes to shaders at the moment, so cool to see you back!
I also found out about your channel pretty recently, it's amazing to see you back creating videos! Your channel is really important to the gamedev scene, it certainly helped/is helping lots of game devs to make prettier games :D
I've been interested in converting 3D models to animated sprites ever since I played Iji. It has a far simpler process but the result is, like here, (relatively) smooth animations that contributes to the Another World-like aesthetic.
This method was used at my first job a few years ago. We used 3DS MAX for the rendering process and it was quite simple and fun to do stuff. Sadly, the game wasn't popular enough to continue with game dev
I love how smart this "hack" is, instead of filling the game with crappy blobby 3D models, they can essentially just run them through a filter to get sexy, smooth, 2D sprites.
First time visiting your channel and this video is amazing and super helpful! I’m studying and training for developing my own game and this really helps with a lighting. Idea I was fumbling around with. Instant subscribe!!
Thanks for making great content! I always reference this channel when working on cool shader things or when new videos are posted! Recently started working with Unity's rendering pipeline (in 2018.x). I may end up going through all the tutorials one day and making shader graph versions :P
Well explained and shown. Would really like to see a video from you about the use of the new 2D Shader Graph in Unity with the LWRP. Keep up the good work
I've currently been thinking of creating some useful tools for a filmmaking project I've had in the back of my mind so the "tool making" videos would be incredibly useful and interesting!
BTW in this case instead of yield return null you might want to consider using yield return new WaitForEndOfFrame(); i found it to be a lot more consistent
I've thought about this sort of thing for a looong time, but in a different manner that probably wouldn't work; having the shading on sprites differ from light sources based on the value of each individual pixel on the sprite. So, there would be a base color, then the shape of the object would determine the values of each pixel for the light source to render with. I figured Dead Cells wasn't actually pixel art, but it's an interesting trick imo.
I know I might be late to the party, but what about the pixel art environment? The generation of normal maps with 3D models seem brilliant because you can create whole places with realistic lightning. Was it also used in development?
i want an open world rpg game with this "3D pixel art" style. imagine a game like octopath or hyper light drifter or shovel knight (but 3rd person not top down) with the 3D sprite style of dead cells. that would so dope.
Hi, thanks for the video! Why not just skip the 3D-to-2D part and just use the 3D model directly in the game, with a pixelate shader applied? With orthographic projection, you can layer it over your existing 2D world.
From Unity 2018.3 beta release notes: "Animation: Added SkinnedMeshRenderer.forceMatrixRecalculationPerRender. This property should be set in cases where the user would like to manually render a skinned mesh multiple times within a single update, an example of this would be rendering out the results of an animation to a texture"
So yeah, just go ahead and ignore the whole editor coroutine thing towards the end of the video ¯\_(ツ)_/¯
Awsome vid! Maybe you should pin this comment?
Good call, thanks!
Is this channel gonna update regularly ??
I love game designing and i love game development your old computers give me i have please please please please please you give me your old Technology please sir I love game development I love game develop so you help me sir my watsup number is +917330489287
@@worldwebnewsdp9549 Are you well?
Welcome back Dan! Great video as always. - Matt
Wow didn't expect Unity responding! That's great
Unity lol?
Thanks Matt! ^^
Welcome back. How about a video about: how to move grass and plants on player interaction or world interaction (ori is a very nice example for that) / alternatively a video on how to do fog of war (2D / 3D). These things are very interesting to me, but I still haven't found a good way of implementing it. Not only for my own benefits but I do think these two items are very interesting per default.
Cheers
Setup animation on grass, add collider2d, add ontriggerenter2d {animation.play()}
Nice to see you back! =)
Thanks man ^^ it's good to be back. Though I'm not saying I'm about to start posting super regularly or anything... but I'm gonna some time to make videos again I think :D
That's good to hear man! Yeah don't sweat it, I can only imagine how busy you must be. ^^ Just keep up the great work, quality > quantity anyways. =D
Dad
Welcome back! Don't you ever leave us.
RIP
Holy crap, I legit found your channel yesterday, watched all of your videos and then saw that you had been gone for a while.. and today you're back!!! Wow!
Same!!
You're back! I'd love to see more tech-art pipeline videos like this (even if they are 10 months apart). Few others out there putting together such well thought out and concise videos like these. Always appreciated! Thanks
I literally juuuuuust checked you channel to see if there was a new video 10 minutes ago. I’m so happy to see another one from you :)
7:01 Yes! Please cover more art pipeline/tool-building in Unity!
Dude, thanks a million for this. It's amazing!
I'm working on a game right now, and have been busy with finding a good pipeline for the animations and assets, this video and your implementation comes as a miracle at the right time. Thanks!
As a Tech Artist myself - YES MOAR TECH PIPELINES PLEASE!!!!
Very cool, I would have never thought this was the way Dead Cells accomplishes their style. I’m not a subscriber, but am quite happy this showed up in my recommended tab - probably because I’ve been searching for videos to help get better at Dead Cells. This video won’t make me a better player, but it does help me appreciate the game and the hard work put into it, even if that work “cheats” :) Better to work smart than work hard.
Another Shader Case Study!!!! *grabs popcorn and shakes in excitement*
I've been thinking about this ever since I noticed that Lethal League's characters are actually models without antialiasing. Kinda happy to finally see a way of doing that style. ^^
Dude, we all crave more from you. Just look at your ratio between likes and dislikes. You really are one of the best resources for creativity and knowledge on the interweb! Those videos videos are insanely well done!
Thank you for making the Prisoners Awakening as the background music. Incredible soundtrack 👌
No joke, I literally had your jingle (the old one) in my head all of yesterday, welcome back, dude!
your back and only 3 days after i commented asking where you had gone and made a whole video bravo you work quickly
Good to see you in action again! I would like to see more videos about the graphic pipeline too :)
Good to see you again man, havent seen anything since before your Debug Log episode
Happy to see you back. I think it would be interesting to see how you make tools for artists and animators.
Holy shit. Fabulous video. Great job, algorithm!! Headed to ur Patreon now
First of all: Great video!
Second: I would really love to have videos about art pipelines or similar too. Your channel is simply the best resource when it comes to shaders at the moment, so cool to see you back!
I will greatly appreciate more content based on pipeline stuff. Great video btw!
Yaaaay, Shadey is back! And kicks the doors out when he does it :D Great stuff, would definitely like to see more of this kind of videos.
I thought of this method long ago. Nice to see someone making it work.
The art is so amazing in Dead Cells. Motion Twin deserve indie game of the year
This channel is so unique, and every concept is explained so well. I look forward to your future videos.
I would love to see more art Pipeline stuff! This was really cool
Holy shit...this channel is a gold mine!! Need to check out the other videos now
Welcome back!! I love your videos, they always make me discover cool new tricks about shaders. Hope that you are back to continue to enlighten us
I also found out about your channel pretty recently, it's amazing to see you back creating videos! Your channel is really important to the gamedev scene, it certainly helped/is helping lots of game devs to make prettier games :D
Pretty cool explanation on how they made it, thanks Bruh !
that was a long break, glad to see you are back 👍👍👍
I've been interested in converting 3D models to animated sprites ever since I played Iji. It has a far simpler process but the result is, like here, (relatively) smooth animations that contributes to the Another World-like aesthetic.
Great tutorial! It always amazes me how in depth are your videos...
Yes please, other than graphics, tools are my next favorite thing to do
Yay! Long time no see, keep em coming!
Yes. Very much interested in tech art pipeline stuff!
Welcome back! I'm sooo glad! Now to watch the video
Great video! Would love to hear more about your experience with making tools for artists!
ha vuelto, dios como extrañaba estos videos
These ressources are so valuable. Thanks for sharing your knowledge the way you do it. Truly oustanding.
Yeah, a video on writing artists tools would be pretty cool.
Glad to see you posting again man!
Welcome Back Dan!
Great video, can't wait for the next one. Here's hoping it doesn't take another 10 months.
oh nice a new video at last! welcome back!
Happy to see you back!
This method was used at my first job a few years ago. We used 3DS MAX for the rendering process and it was quite simple and fun to do stuff. Sadly, the game wasn't popular enough to continue with game dev
You're back! Marvelous.
a new episode, and my favorite game, am I dreaming?!
I love how smart this "hack" is, instead of filling the game with crappy blobby 3D models, they can essentially just run them through a filter to get sexy, smooth, 2D sprites.
OH MY GOD!!!! YOU ARE BACK!!!
Man, i love your videos, please dont stop!
Welcome back! Great video as always :)
THIS IS ACTUALLY THE CRAZIEST SHIT I'VE EVER SEEN I AM FREAKING OUT
Definitely post more about workflow pipelines!
First time visiting your channel and this video is amazing and super helpful! I’m studying and training for developing my own game and this really helps with a lighting. Idea I was fumbling around with. Instant subscribe!!
Omg you're back
Oh my god you're alive, I'm so happy to see you back delivering good content :)
Yes! Tools! Technical art! Please do more of that :D
Thanks for making great content! I always reference this channel when working on cool shader things or when new videos are posted!
Recently started working with Unity's rendering pipeline (in 2018.x). I may end up going through all the tutorials one day and making shader graph versions :P
hes back, wonderful
Welcome back! I've missed you!
Oh shit, you're alive! Welcome back!
Glad to see another case study, you deserve a lot more subs than you have
Glad you're back, good Video, thanks. :)
Welcome back!!!
Id love tp watch more tech and tool vids! Great stuff
Enjoying your videos! I would love to see a shader case study of Monument Valley!
HOLYGUACAMOLE I was sooooooo much waiting for you
Well explained and shown. Would really like to see a video from you about the use of the new 2D Shader Graph in Unity with the LWRP.
Keep up the good work
OMG,Thank you.You are back!!!
I've currently been thinking of creating some useful tools for a filmmaking project I've had in the back of my mind so the "tool making" videos would be incredibly useful and interesting!
The man, the myth, the legend! He's back!
Whoah he's back!
Welcome back :>
BTW in this case instead of yield return null you might want to consider using
yield return new WaitForEndOfFrame(); i found it to be a lot more consistent
Welcome back buddy !!!
.... Do my eyes deceive me?
(☞゚∀゚)☞ Your shout out was a contributing factor in me coming back! Thanks for the motivation~
Welcome back.! Nice videos ever
I've thought about this sort of thing for a looong time, but in a different manner that probably wouldn't work; having the shading on sprites differ from light sources based on the value of each individual pixel on the sprite. So, there would be a base color, then the shape of the object would determine the values of each pixel for the light source to render with.
I figured Dead Cells wasn't actually pixel art, but it's an interesting trick imo.
He's back!!
You are back!!!!
You're alive!!!!!!! Omg
Welcome back, chap!
Omg! Yes. Thank! Another masterpiece
I changed my Twitter from @loolo78 to @LouisGameDev
Welcome back!
Look I find what!! Welcome Back!
I know I might be late to the party, but what about the pixel art environment? The generation of normal maps with 3D models seem brilliant because you can create whole places with realistic lightning. Was it also used in development?
How would you apply the offset and recoloring feature like the one in the Dead Cells' program to this program?
Very glad for more content :) Keep it up
pls more "Makin' Tools/Tech or Whatever for Video Games"
You could also do a video on the backgrounds. They are greyscale with color ramps applied in post.
Kept us waiting, huh?
edit: I'm surprised this isn't a more common practice, considering many older games had prerendered sprites in a similar vein.
i want an open world rpg game with this "3D pixel art" style. imagine a game like octopath or hyper light drifter or shovel knight (but 3rd person not top down) with the 3D sprite style of dead cells.
that would so dope.
You're alive!
You should update your playlists to include these videos! Much love.
Hi, thanks for the video! Why not just skip the 3D-to-2D part and just use the 3D model directly in the game, with a pixelate shader applied? With orthographic projection, you can layer it over your existing 2D world.
I was thinking about this
AH! You're Alive!
Holy fuck i was not ready for this
YES