>>1012507Thanks for rec, doing actual real 2d pixelart with 3d in the same scene makes sense ofcourse, it's quite limited though.
> I don't know exactly what you wantMore of a modern NPR techniques to render 3d into pixelart dynamically from any angle.
For example:
When you do a pixelart texture and throw normal 3d light into the scene, it will
1) break the palette
2) break the quantization of pixel grid texture
How I think this should be solved:
Additional shadow map describes how certain pixels of the texture change the color within the palette depending of darkness of shadow.
Additional highlight map describes how certiain pixels of the texture change the color within the palette depending on lightness of light.
So that when object rotates around lightsource, its pixels will properly get shadows and highlights all with the palette and without breaking the pixel grid.
And this is just a simple example, I would be even more interested in rendering techniques that do something to perspective,
the whole way pixels are rendered in 3d isn't optimal because when you look at pixelart texture from angle, it's ofc off-grid,
and some smart renderer techniques that take pixelart texture grid into consideration and map it into more consistent screen pixelart grid would be neat.
Because simply relying on low screen resolution isn't really doing what needs to be done, it just ruins details the lower resolution gets.