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How to simulate flat shading with PixelOver?

A topic by Alfred Reinold Baudisch (Pardall) created Apr 20, 2023 Views: 274 Replies: 2
Viewing posts 1 to 3
(4 edits)

Considering a model with flat shading:

In PixelOver I tried:

  • Disabled the Directional light
  • Set ambient light to 1 and White
  • Anti-aliasing disabled

But still I can't simulate the flat shading look, I always get a lot of "artifact" pixels:


I tried an auto generated palette with 8 colors. But I still get a lot of "artifacts":


Question

- How can I have the pixels generated as flat as the 3D model?

- Any way that I can just write some GLSL for the canvas?

PS: thanks, great tool! I got it over Steam and I also covered it in my blog: https://alfredbaudisch.com/blog/gamedev/godot-engine/standalone-applications-mad...

(1 edit)

Hi, I guess the material generated from the gltf file didn't keep the unshaded information, I'll check if there is a way to keep this. Also I'm wondering, what did you use to make your model unshaded in blender ?

Btw I'm currently working on materials for the next update to be able to edit the parameters (color, shading, etc) and also add predefined shaders (like palette indexation but per material). So after this update, setting the materials to unshaded will be possible.

Be able to write some custom shaders could be really useful indeed, I'll note that for a future update.

Yes I saw it on Twitter, thank you very much !

Oh I just realized I was being silly, of course the same Blender shader won't appear on PixelOver :)

What I am looking for in PixelOver is the possibility to set your own shader or custom material.

Glad to hear the next update is about materials!

Maybe the same options as the Godot's Standard 3D Material? I.e. Unshaded, etc.