Supports Unity, Godot, Phaser, PixiJS, Cocos2d and many more game engines. Let SpriteIlluminator algorithms create the normal map or paint them by hand using the drawing tools. Use SpriteIlluminator to create the required normal maps for your sprites. After the confirmation is completed, we click the Ecport nomals export button above to export the normals, and select the location of the image to save. SpriteIlluminator Create stunning light effects for your 2d game.Note that some textures that do not need to reflect depth, such as faces, eyes, and some small parts, we use the eraser tool to cancel the normals, and click on the upper right corner Erase, erase unnecessary parts. Switch back to the normal to adjust the Texture overlay, and take a look at the effect.We select the Lit texture back to the lighting effect, and change the bevel data to a level that we feel comfortable and suitable (drag Little Sun goes back and forth to see if the effect you want~), click Apply after adjustment to save the settings This tool can add the depth of the bevel to the edge of the texture. Paint your normal maps Use the painting tools to refine your normal maps. Automatically create normal maps from a sprites color or transparency. The emboss effect uses color differences to emphasise the structure of a surface. Then we click on the Bevel (bevel tool) in the upper right corner. SpriteIlluminator uses the sprites transparency to create an inflated surface from your sprite.At this time, we need to drag the Texture overlay under the Normal map, which is the texture value, to the maximum (most right) We need to select the Normal map in Display modes, that is, in the case of normals, the lower right corner will become the Normal map.In the Global light in the lower right corner, drag Brightness to adjust the brightness of the light source, and Display modes is to switch the type of texture viewing (you can see the difference by manually operating it yourself).The little sun icon in the upper right corner is the light source~ Drag the little sun icon to adjust the position of the little sun Next we open the normal map editor and drag in the texture just now.First use our Bo Bo Niang as an example, find her model file, double-click the first folder "jk20", and find the texture.Here we will use a software, normal map editor: SpriteIlluminator, below is his official download address~ IMPORTANT: plugins have been moved to another project page, to keep this one clean.After loading the model, turn on Live2D lighting (don’t worry if you find that the model turns black, because there is no lighting, we need to add a parallel light source, adjust the brightness and direction, the model can see it, like this)įor the effect, we add point light sources to improve the lighting effect (we manually add a few point light sources, the effect is shown in the figure). Version translated to Spanish, English, French, Brazilian-Portuguese, Catalan, Japanese, Danish and German! Parallax Maps lets you "deform" the texture depending on the point of view, so you can create, for example, depth effects in backgrounds like brick walls.Īmbient Occlusion maps let you define which parts ambient light should reach. Specular Maps lets you make realistic shine into your sprites. This tool is primarily intended for illuminating 2D sprites for 2D games, although can also be used for 2D textures for 3D games. Normal Maps lets you create awesome realistic lights for games. Specular map generation is possible too, which gives your sprites the shininess they need to look PRO! It also lets you create parallax maps, mainly intended for backgrounds, to obtain a nice 3D effect in 2D games! ![]() Specially designed for Sprites in 2D games. This tool lets you generate normal maps for 2D textures, with little effort.
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