talisa wrote:wouldnd it be possible create voxel versions of doom's hud weapons instead?
talisa wrote:wouldnd it be possible create voxel versions of doom's hud weapons instead? voxels would have the same look, since voxels are merely pixels arranged in a 3D space
perhaps with some good voxel work, it could be able to make voxel versions of doom's HUD weapons that looks just like the original 2D sprites,
but with the added benefit of being 3D and having real depth, while still looking just as chunky and pixel-tastic as the original sprites ?
just a random thought that sprung up in my head when thinking about 3D sprites... since voxels are litterally just 3D sprites in a way
Kazudra wrote:talisa wrote:wouldnd it be possible create voxel versions of doom's hud weapons instead? voxels would have the same look, since voxels are merely pixels arranged in a 3D space
perhaps with some good voxel work, it could be able to make voxel versions of doom's HUD weapons that looks just like the original 2D sprites,
but with the added benefit of being 3D and having real depth, while still looking just as chunky and pixel-tastic as the original sprites ?
just a random thought that sprung up in my head when thinking about 3D sprites... since voxels are litterally just 3D sprites in a way
Good Voxel work is extremely hard to come by, the only game I've seen with Voxels that are impressive is Ion Fury.
#define RELIEF_PARALLAX
// #define NORMAL_PARALLAX
mat3 GetTBN();
vec3 GetBumpedNormal(mat3 tbn, vec2 texcoord);
vec2 ParallaxMap(mat3 tbn);
//Material ProcessMaterial() ---------------not needed anymore
void SetupMaterial(inout Material material) //---------------line sourced from wolfendoom's modified parallax shader
{
mat3 tbn = GetTBN();
vec2 texCoord = ParallaxMap(tbn);
//Material material; -----------not needed anymore
material.Base = getTexel(texCoord);
material.Normal = GetBumpedNormal(tbn, texCoord);
material.Bright = texture(brighttexture, texCoord); //----------- forced brightmap to load here
#if defined(SPECULAR)
material.Specular = texture(speculartexture, texCoord).rgb;
material.Glossiness = uSpecularMaterial.x;
material.SpecularLevel = uSpecularMaterial.y;
#endif
#if defined(PBR)
material.Metallic = texture(metallictexture, texCoord).r;
material.Roughness = texture(roughnesstexture, texCoord).r;
material.AO = texture(aotexture, texCoord).r;
//#endif -----------not needed anymore
//#if defined(BRIGHTMAP) -----------not needed anymore
// material.Bright = texture(brighttexture, texCoord); -----------not needed anymore
#endif
//return material; -----------not needed anymore
}
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