![]() There are a bunch of tools to manually modify sprites, I used bevel (width 16, height 100, smoothness 8) + emboss (height 100, smoothness 1). Drag your texture into SpriteIlluminator's editor. ![]() IMPORTANT: plugins have been moved to another project page, to keep this one clean. Since normal mapping is more common for 3D, there aren't too many 2D tools available to create them, but a great one is SpriteIlluminator ( 40 ). Version translated to Spanish, English, French, Brazilian-Portuguese, Catalan, Japanese, Danish and German! Whether you are a raw recruit or you have. 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. This book provides you with a one-stop-shop that contains every bit of information a Starling developer needs. 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. I'm summoning other users to chime in though.This tool lets you generate normal maps for 2D textures, with little effort. So unfortunately, none of these solutions are perfect right now. ![]() You could also use this manual-painting method to correct any imperfect results you get from the programs mentioned. You can still preview them using Unity by updating the assets. You would just paint the image parts with the color corresponding to where the surface is theoretically facing: Your last option, as far as I know, is really to paint normals manually with Photoshop or any painting program. SpriteIlluminator is described as lets you easily generate normal maps for your 2d game and web projects. But if your style involves many seamlessly overlapping parts, it may involve some amount of manual adjustment in the context of the parts, which it currently doesn't support. But again, that's great if you want that level of control, or don't have a lot of image parts per character.ĬodeAndWeb's SpriteIlluminator seems like the click-and-go solution if you have a huge number of simple assets that just need basic lighting and a tiny bit of adjustment. I can't say Sprite Lamp is the fastest/easiest way to make normal maps for your sprites but it does give you some degree of control, especially the freedom to disobey how surfaces would actually work.īut it gets rather time consuming if you have a lot of individual images, since it essentially requires you to paint 5 lighting conditions per part. The normal maps there were created using Sprite Lamp. The spine-unity unitypackage comes bundled with sprite shaders that support normal maps.Īlso see the Sprite Shaders sample scene in the unitypackage. You can preview them in Unity just fine with better control over the material and lights. Though if you are using Unity, you shouldn't need to use Sprite Lamp to preview. Sprite Lamp may not have been updated to support the latest version of Spine jsons. Why are you posting in the Unity forum? Does your workflow have anything with Unity at all?
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