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Yeniel278

: What pixel art shading technique to add deepness when a static light source is not an option? To make things clear: This question is about drawing pixel by pixel of what will be the skin

@Yeniel278

Posted in: #PixelArt #Shadows

To make things clear: This question is about drawing pixel by pixel of what will be the skin of a game character.

I want to create a skin for the player character of a game (Starmade) but it already features shadowing. The problem then is that I can't draw shadows as I usually would. I need to add "deepness" to the drawing without relying too much on shadows (maybe pillow shading?) or even without shadows, I just need deepness, how can I achieve that?

Here is a picture of the default skin for reference:



Note: Shadows sometimes fill only a part of the affected side.

What are my options?

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@Cofer715

I don't have a direct answer, since I think you are asking the wrong question. You are correct that "baked-in" lighting effects look good only from specific angles and are a problem when you have no control over the light source and the viewport (aka camera angle).

The main way to cheaply specify "local shading" on a 3d object is through the use of bump maps which are textures fed through a 3d engine's shader interpreter. They sort of act as a 3d mask and are often greyscale.
en.wikipedia.org/wiki/Bump_mapping
When googling "Starmade bump map" I see people complaining about errors trying to get bump maps to work, so it looks like it is supported.

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