The AO is just another alpha map that I'm currently storing in the red channel of the third image. After I calculate the light levels at a pixel I just multiply them by the ambient occlusion. The AO map is generated from the same simple 3d model that I get the normal maps from.
Yeah, I really want to do multiple lights soon (perhaps with colors!).
I haven't seen Chroma before but it looks good. I like being able to run up the shadows.
Ensayia wrote:This is incredibly superb. For some reason, your first example reminds me of Zelda: LTTP.
Ha! That is because I modeled the tree stump after the tree stump in A Link to the Past. I really love the style of that game, in particular the fake perspective of walls and cliffs.
slime wrote:This is really great. I've wanted to try this sort of technique for a while but never actually got around to doing it, I'm glad it looks very good.
Thank you.
Here's a version with multiple colored lights. Unfortunately as it is now I think it moves too far away from cel shading in the way the lights blend together, but maybe I'll be able to figure out a better way later. Please let me know if the GLSL doesn't work.