Really neat tool, I could most likely use it for my project. I have an issue though and if it's not possible I entirely understand. But is there a way to import a model without it having a UV map and it not being completely white? I currently create my model and then split individual elements up, before using materials and shaders to give them a cell shaded look. Hence not having to paint UV maps myself at all. But because of that I can't bake the texture to the gltf file.
Hi, thanks for giving my tool a try! If you're using single-color materials (i.e. no texture, just a flat color, and applied to the faces) then this should work (I use blender to make my models, and I have had no problem with this).
However, I don't think this would support vertex colors, sorry! Also, custom shaders aren't supported. I set my colors on the default blender material and these import correctly. If your custom cel-shader has a different format for the colors then I don't know if FlatPixel will be able to pick that up.
Thanks for the quick reply! I'm just gonna throw a picture showing my node setup for the material, that might explain the set up better than I ever could.
Based on this, is it possible to still use FlatPixel? Understandable if not but it would be a shame, it's a really neat program! :)
You might be able to bake fake lighting into a texture, which could be used. Though.... if you use the normal lighting system offered with this tool, it might be simpler to just make things a solid color, and use a lighting shader to ensure you have that toon shaded lighting while in-game. I could totally help with that, shading's fun!
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Really neat tool, I could most likely use it for my project. I have an issue though and if it's not possible I entirely understand. But is there a way to import a model without it having a UV map and it not being completely white? I currently create my model and then split individual elements up, before using materials and shaders to give them a cell shaded look. Hence not having to paint UV maps myself at all. But because of that I can't bake the texture to the gltf file.
Thanks in advance!
Hi, thanks for giving my tool a try! If you're using single-color materials (i.e. no texture, just a flat color, and applied to the faces) then this should work (I use blender to make my models, and I have had no problem with this).
However, I don't think this would support vertex colors, sorry! Also, custom shaders aren't supported. I set my colors on the default blender material and these import correctly. If your custom cel-shader has a different format for the colors then I don't know if FlatPixel will be able to pick that up.
Thanks for the quick reply!
I'm just gonna throw a picture showing my node setup for the material, that might explain the set up better than I ever could.
Based on this, is it possible to still use FlatPixel? Understandable if not but it would be a shame, it's a really neat program! :)
Ah yeah, unfortunately those shaders don't translate well outside of Blender. I'm afraid those won't work in FlatPixel :(
But if you build a simple gradient texture and map the UVs, that would work no problem! Best of luck!
You might be able to bake fake lighting into a texture, which could be used. Though.... if you use the normal lighting system offered with this tool, it might be simpler to just make things a solid color, and use a lighting shader to ensure you have that toon shaded lighting while in-game. I could totally help with that, shading's fun!
Looks neat. Does this support automatically generating multi-view 8-sprites? Like from Doom? Or does one need to render, rotate, and re-render?
Currently, you have to render, rotate, then re-render. I have a "turntable mode" in the works though, which will allow 4 and 8 multi-view exports!
This tool is amazing! <3
First!