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Doing some fun tests making sprites with normal maps from low poly models and toon lighting them.

very late 👀

Kelvin van Hoorn

I've made a little setup in blender where I can animate the 3D model and get a rough idea of the pixelated sprite in real time. It's not exactly the same as the render output, but does help give an idea.

After exporting both an albedo and normal sprite I light it within godot. Where I make small modifications to the fragment and light pass to add a global ambient light variable and a curve texture that I use to define my toon shading.

There are clearly some drawbacks to this whole pipeline. The main one being that the size of small features (like eyes) tend to change with different poses.

In the future I'll likely render the character without eyes and manually add those in.