Since version 1.2.7 (March 2018) Aseprite has a built-in normal map colour wheel. It can be found by clicking the burger menu above your palette and selecting the Normal Map Color Wheel option. Furthermore, if you want to make it easier to match surfaces, you can change its granularity by clicking the burger menu on the top right of the colour wheel itself and toggling the Discrete option on/off.
Quick Tip: If you want the normal map to be consistent regarding slope steepness, you should quantize the color circle to reduce the amount of colors you can pick from.
well it's a general solution for most people because I haven't even heard of asesprite, so the fact that it has that doesn't help me, but I can still do his method with any image editor
@@infracreeper5410 In Aseprite at the top left there will be a button with three horizontal lines. Click the button and select "Normal map Color Wheel". This will change the color picking area to a normal map wheel. Within that small window to the top right, there will be a little button that you can click to turn on/off the "Discrete" option. Having this ticked basically locks your cursor when you try to select a color, making it easier to select consistent angles.
I think I may have discovered an even quicker way!! Using an emboss tool (Aseprite has FX) you can shade indexed normal colors to make a 3D depth effect more easily!! Might be possible to create a tool that does this more easily in the future!
my method: using blender to make a simple object in a shape of the texture I want to add norml to, then I go to an image editing software like you do and pretty much the same.
Hi, I am trying to create a pipeline for a University project that does pretty much that but a little different. Have you done more work in this area since you wrote this comment? I'd really like to discuss it and maybe share what we know about it, if you're interested? :)
@@ellyketchum3290 Yes, I did some tinkering about how 3d graphics work, and not sure why but I forgot to mention that obviously I render the normal map of the shape I made in Blender so I don't need to manually (and inaccurately) paint the normals onto my texture. so yea, I'd like to discuss more about it
Thank you so much This gonna be really helpful for me I saw a similar way but that was a plugin for unity and not godot I'm glad that there is a way for godot as well Maybe I tried it tomorrow or after I finish my freaking exams Anyway thank you very much
like the normal map sphere to it's own layer, lock it, on layer 2 draw a circual but hold ctrl to get it at the center of the normal sphere and now you have a consistent measure on which pixel of the normal map to use.
@@Artindi if you're you're doing cartoon character sprites with a shape like design, you could use blender to make normal maps for them too. i'm not doing that cause i'm doing some nes megaman inspired sprite of my character. only issue is the render can sometimes look shiny in blender.
This is so helpful, thanks a lot :D I wish there were more videos with information about lighting. Would it be possible for you to make a video on how you would do dynamic lightning for a day/night cycle? How would you handle that? :o
I'm using Unity and I'm using the 2D render Pipeline and when I make light points, light doesn't show up on anything unless I switch the the 3D Universal Render Pipeline but then 3D doesn't support the Pixel Perfect Camera Component
But…. Does that mean … I don’t shade my pixel art anymore? It would make no sense to shade my art and then use normal maps for lightning and then it has even more shade…. Hm?
yeah, I've tried to figure that out, I don't think it works with the animatedSprite2D node. But I'll keep seeing if there is a way. Otherwise like Trex said, it does work with the animation player node.
Since version 1.2.7 (March 2018) Aseprite has a built-in normal map colour wheel. It can be found by clicking the burger menu above your palette and selecting the Normal Map Color Wheel option. Furthermore, if you want to make it easier to match surfaces, you can change its granularity by clicking the burger menu on the top right of the colour wheel itself and toggling the Discrete option on/off.
Quick Tip: If you want the normal map to be consistent regarding slope steepness, you should quantize the color circle to reduce the amount of colors you can pick from.
Asesprite already has a normal mapping colorwheel. You don't need to import some google results.
well it's a general solution for most people because I haven't even heard of asesprite, so the fact that it has that doesn't help me, but I can still do his method with any image editor
How do we access the normal map colour wheel?
@@infracreeper5410 In Aseprite at the top left there will be a button with three horizontal lines. Click the button and select "Normal map Color Wheel". This will change the color picking area to a normal map wheel. Within that small window to the top right, there will be a little button that you can click to turn on/off the "Discrete" option. Having this ticked basically locks your cursor when you try to select a color, making it easier to select consistent angles.
This one has been a long time coming, at first this was such a complex subject for me, but I finally got it down... I think. Enjoy! :)
👊🏻👍
Thank you so much! To my knowledge there arnt any tutorials explaining this. :) ♡
@@IsraelRuizGodot not a whole lot, and I tried to really simplify it, glad you like it. :)
FOR GODOT 4 USERS: you don't need to flip your normal sphere anymore
Had absolutely no clue you could do this with pixel art xD Great tutorial! I could see this type of pixel art look leading to some interesting games
It already is in lot's of games, such as Terraria, but sometimes you don't need it, such as in Celeste. But yeah, super cool. :)
Wow! This is super informative. Thanks
Happy to help!
Found by random, but it is so helpful, concise, and quality is so good. It is a shame that you have so few subscribers.
I know, right!? lol, Thanks, means a lot to me. :)
I think I may have discovered an even quicker way!! Using an emboss tool (Aseprite has FX) you can shade indexed normal colors to make a 3D depth effect more easily!! Might be possible to create a tool that does this more easily in the future!
my method: using blender to make a simple object in a shape of the texture I want to add norml to, then I go to an image editing software like you do and pretty much the same.
Hi, I am trying to create a pipeline for a University project that does pretty much that but a little different. Have you done more work in this area since you wrote this comment? I'd really like to discuss it and maybe share what we know about it, if you're interested? :)
@@ellyketchum3290 Yes, I did some tinkering about how 3d graphics work, and not sure why but I forgot to mention that obviously I render the normal map of the shape I made in Blender so I don't need to manually (and inaccurately) paint the normals onto my texture.
so yea, I'd like to discuss more about it
@@pugo7925 Can you show a demo of this in a vid? youtube or anywhere else would be fine
I dunno, at some point it becomes easier and less time consuming to make 3d models.
Well it's not really about time consumption, but about style
Thank you so much
This gonna be really helpful for me
I saw a similar way but that was a plugin for unity and not godot
I'm glad that there is a way for godot as well
Maybe I tried it tomorrow or after I finish my freaking exams
Anyway thank you very much
Damn, such a treasure of information. Thanks!
Normal maps are so underrated. It has so much potential but most people don't even know it is actually a thing! Haha
like the normal map sphere to it's own layer, lock it, on layer 2 draw a circual but hold ctrl to get it at the center of the normal sphere and now you have a consistent measure on which pixel of the normal map to use.
That's a great idea! :D
@@Artindi if you're you're doing cartoon character sprites with a shape like design, you could use blender to make normal maps for them too. i'm not doing that cause i'm doing some nes megaman inspired sprite of my character. only issue is the render can sometimes look shiny in blender.
Really helpful, I didn't even know this was a thing, thanks. 👍
Wow, it really helps me to make pretty things, thanks a lot :)
oh shit, I didn't realize you were the how to fail at gamedev guy until it recommended me a different vid
Yeah, bit of a different pace and personality in that series compared to devlogs or tutorials. :)
This is awesome.
Really useful, thank you !
very cool trick, I'm using 3d and rendering as pixel art, will try to find a way to render the normal map too
This is great, thank you.
This is so helpful, thanks a lot :D I wish there were more videos with information about lighting.
Would it be possible for you to make a video on how you would do dynamic lightning for a day/night cycle? How would you handle that? :o
amazing
Thx :) i'm gonna try it :)
thanks alot!
I'm using Unity and I'm using the 2D render Pipeline and when I make light points, light doesn't show up on anything unless I switch the the 3D Universal Render Pipeline but then 3D doesn't support the Pixel Perfect Camera Component
Nice ;D
Ok now I can make pretty game
Aseprite has a built in color wheel for normal map colors, but i am not sure if i t was there 6 months ago
i love you
I love you too.
no YOU have a beautiful day
Oh, I will. :D
Is there a way to do it in blender too ?
I don't know, I still haven't taught myself blender. :/
But…. Does that mean … I don’t shade my pixel art anymore? It would make no sense to shade my art and then use normal maps for lightning and then it has even more shade…. Hm?
yeah, if you are going to use a normal map, then you probably don't need to shade your pixel art.
Too bad the engine I use right now doesn't support dynamic lighting...
How would you apply this to an animated sprite in godot? I can't seem to figure out how to do it.
It does work with animated sprites. However, i think it only works with sprites animated with an animation player node.
yeah, I've tried to figure that out, I don't think it works with the animatedSprite2D node. But I'll keep seeing if there is a way. Otherwise like Trex said, it does work with the animation player node.
@@Artindi and Trex, thank you both. I'll give it a shot. Haven't messed with the animation player nodes yet. I really appreciate your tutorials!
@@dreamhive3d You're welcome! I'm glad to help you a little bit.
Photoshop has an option to generate normal maps from your work.
Let me see how this works out, brb comments section.
69 likes, nice
yeah someone else said that they didn't hit like because then it would not be 69 anymore. lol
god godot is filled with these 2d tutorials and no one makes 3d tutorials... the entire fucking engine was made for 3D first....