- Edited
kuligs2 Jesusemora im confused, is the last image texture or cell shaded shader that paints the outlines on the edges?
Danimal Looking cool, so I take most of the detail is handpainted?, could you upload the texture? (or part of it), I would love to see what is shader and what is texture. I´m on the artistic side and always wondered how cell shading works.
there are many ways of doing cell shader. the outlines are done though a shader, in my case it's a vertex shader, but others use a screen space shader (these work best with deferred rendering which godot doesn't have).
the texture itself is a diffuse/albedo and the lines are painted as if it was seen from the front. I'm keeping the traces separate from the diffuse because that way I get more control over them and prevent the shading from affecting them.
a normal map is required in order to get the shading to work, this allows the faces to look sharp or rounded or cylindrical. if I were to use smooth groups, it would create seams that would break the outline. for this I have a high poly model that I use to bake the normal map.
seeing the image, the outlines need to be thinner, and have less detail.
some of the details like the squares in the corners are painted, I feel like that was a mistake and would look better baked into the normal map.
It's missing the metallic and roughness textures and some colored decorations like danger lines or numbers and symbols, the latter should probably be added in a different texture. I think metallic with this shader will look better on rounded surfaces, so I gotta keep that in mind in the future.
Once these textures are done, I'll pack the traces into the alpha of the albedo or ORM.
Update: I made a "mech workshop" area with drag and drop. the attachments can be dragged from the left into the slots and the slots only accept the correct type of part. In this case small weapons are green and medium are yellow.
Each mech will have a different scene with the slots, and in the scene there's a viewport container with a 3d scene with the mech.
edit: baked the weapons and made some icons. still needs traces so I might have to redo it. and the metal shader is not looking as good as I would like, I might have to rewrite it.
edit: weapons are now in their slots and there's a new cluster_weapon class for firing from multiple barrels/slots like the twin linked cannon or the missile battery
the twin linked cannon has outlines but the others don't yet.
funny thing happened, I spent a while drawing the outlines for the cannon, but saved the file as rgb instead of rgba, all the work was lost and I ended with a black square. So I went back and instead colored faces on the high poly model and baked it. It's not as detailed but looked good enough and was faster, so I might do that for the other meshes.