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I'll have to go tinker with these pointers in mind. Thanks for the tips!
Come to think of it, maybe what I'm actually after is a way to turn a viewport arrangement into vector graphics. Objects are already made out of connected points and I dig the flat colors, so you could scale at any resolution you please as a middle step OBJ -> Vector -> PNG.

On that note actually, do you use any special light settings or rendering passes? Or just a top down 45º rotated sun?

I tend to not stick to a fixed (i.e 45degrees) light source, but move the light source around to produce the visual marker I’m aiming for. The number of light sources depends on your object’s shape. Round or cylindrical objects often benefit from additional lighting to define their form. Consider using a backlight and rim lighting to achieve this. For objects that cast heavy shadows, try using an opposing light source that doesn’t cast its own shadow. This helps brighten up the dark edges and maintain readability in your pixel art.

As for the render pass - assets are exported as PNG with transparency, and no alias so it renders jagged edges. I use the default editor view so it’s easier to iterate and re-render