Case Study: Dead Cells’ Character Art Pipeline
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by Duacan
5 hours ago

hello Alexander, I really loved your these draw works. I loved cathedrals too.I started 3ds Max new. And I really really want to meet you, if you wanna to do. By the way, my name is Duacan, from Turkey. also Im working for learning and speaking German. Cause Deutschland is the my first country for living. Whatever, take care yourself, Tschüss. insta: 06optimusprime06

by Asadullah Sanusi
1 days ago

nice blog but here is the thing, what is wrong with overlaping uv's and mirroring them, what are the cons of overlapping them and why is this method better in the case of uv? thanks

Thank you @Fcardoso The volumetric light is available in the latest 2018.3 beta. In the visual environment setting, there is a new option to select Volumetric light fog. The screen I shared is from 2018.2 during that time I was using a script to enable it :)

Case Study: Dead Cells' Character Art Pipeline
11 September, 2018

Dan Moran has recently shared a nice video explaining some of the tricks behind Dead Cells nice 3D/2D blended character art pipeline. The artist’s followers asked him to do a video about sprite/pixel lighting and he decided to explain a strategy for getting normal mapped sprites which might be one of the most efficient tricks. The shader shown in the video can also be useful for those of you working with hand-drawn sprites.

The video also focuses on some of the Tooling/C# code involved. “In reality, we often end up writing a lot more C#/engine code in graphics work than shader code to get everything working the way we want. There isn’t quite as much line-by-line breakdown as usual, so I’ve made sure that the code shipped on GitHub with this episode is well documented,” stated the artist. 

And here are some links:

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