Demo Scene: Water Shrine at Night

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  • Опубліковано 24 жов 2020
  • Date of Recording: 2020-10-26
    For the sake of demonstrating the engine in a slightly more polished scene, I modeled the ruins of some sort of shrine. Something like a shrine to the water deity? I'm not sure haha. I'm not a very experienced 3d modeler, but even I can scrounge together some boxes with boolean operators.
    The pixel art edge detector was completely rewritten to use a normal pass, which is much more reliable at producing clean results. I think it's a big step toward looking like hand-drawn isometric pixel art.
    Otherwise, the technology has not changed very much in this update. Maybe next I will think about how to add trees, or maybe a day/night cycle for palette swapping.

КОМЕНТАРІ • 20

  • @volaalov6254
    @volaalov6254 3 роки тому +126

    A shrine dedicated to the default cube. 😭😭

  • @blarget2167
    @blarget2167 3 роки тому +10

    You really are Pixel art in 2020. I can't wait to see more!

  • @mulldrifter6040
    @mulldrifter6040 29 днів тому

    Welp, time to spend the next week trying replicating this

  • @itsodiumchloride9516
    @itsodiumchloride9516 3 роки тому +2

    Hey man just wanted to say something after watching a few of your vids. I got to say I absolutely love your art style and this stuff looks amazing. Keep up the good work you're very inspiring

  • @EricDaily
    @EricDaily 3 роки тому +3

    Does your talent know no bounds?!?!

  • @planktongunslinger5730
    @planktongunslinger5730 2 роки тому

    What a beauty

  • @OCCVL7
    @OCCVL7 3 роки тому +30

    Hi, this is breathtaking! Can you tell us more about how you managed to achieve such 1 pixel perfect edges with normal pass?

    • @t3ssel8r
      @t3ssel8r  3 роки тому +37

      thanks! sure. in the pixel shader, I sample the neighboring pixels and compare their depth and normals to determine screen space concavity. if you do the thresholds correctly (mostly trial and error) you can get stable 1 pixel edges. it's very similar to SSAO/edge-cavity shaders.

    • @srlatch7953
      @srlatch7953 Рік тому

      @@t3ssel8r Hi! Super late, but how exactly do you get the depth and normals of the neighboring pixels in the fragment shader? Is it done in a different pass?

    • @jebaklesny2571
      @jebaklesny2571 Рік тому

      @@srlatch7953 To compare depth I just move screen position (in shader) a bit and subtract from depths based on them. But I am unable to compare normals, I do not know how to do that.

  • @danielbordeianu9240
    @danielbordeianu9240 3 роки тому

    this is just amazin

  • @pixelpanda5885
    @pixelpanda5885 3 роки тому +3

    Can we please get a full tutorial on the pixel art engine? this is so amazing and i want to try it for myself

  • @ruzco4873
    @ruzco4873 3 роки тому

    This is the future omg

  • @vitormatos7483
    @vitormatos7483 3 роки тому

    That's awesome, a great work!
    Any chances for that tool be compatible with another engines?

  • @mulldrifter6040
    @mulldrifter6040 26 днів тому

    Probably no way you actually respond to this, but I've been spending the past two days trying to replicate what you did. I don't understand how you generated the grass at when you hit in play in unity over the green terrain, but not the cobblestone path. The only solutions to this problem involve using a second camera, then using that render to tell your script/shader where to instance the grass.
    Any hints as to how you do it? Anything at all would be a huge boon.

  • @peanfaraon6342
    @peanfaraon6342 Рік тому

    lemme make a fanon lore abt that cube “its not water its a rock”

  • @luman1109
    @luman1109 3 роки тому

    Is the grass underwater?

  • @pixally591
    @pixally591 Рік тому

    is this made in unity?

  • @v3vlog
    @v3vlog 3 роки тому +1

    Consider making tutorials...