🍉 🇵🇸
Clients: Mojang (Minecraft), WB Games, Hasbro, SEGA, Panic, Unity, IDW
📬 [email protected]
🎨 castpixel.artstation.com
I’ve been illustrating, directing, animating, and designing since 2000 -not just pixel art (though I love it).
Clients include Minecraft, WB’s Space Jam, Unity and Rami Ismail.
If you need visual worldbuilding, I’m your person.
DMs open, email in bio
Since we have no access to normal maps, I bake a normal map and load it as a texture. Shader has access to it, so it can use the normals as input to do the matcap shader.
I encode a 64x64 matcap texture in the shader itself.
Since we have no access to normal maps, I bake a normal map and load it as a texture. Shader has access to it, so it can use the normals as input to do the matcap shader.
I encode a 64x64 matcap texture in the shader itself.
The nodes are still experimental and I need to play around with them a lot more to get cool effects but I really need to go back to working on my game :(
If anyone wants to try, they're up :)
The nodes are still experimental and I need to play around with them a lot more to get cool effects but I really need to go back to working on my game :(
If anyone wants to try, they're up :)
Bubble symphony, the third bubble bobble game shrunk
📺 from 320x240 pixels to 128x128
🎨 From 256 colours to 15 ( I had no use for pure black)
Bubble symphony, the third bubble bobble game shrunk
📺 from 320x240 pixels to 128x128
🎨 From 256 colours to 15 ( I had no use for pure black)
They just added a mesh importer, so I baked the normals in the texture and wrote a simple shader that reads the normals and does things to each pixel , and presto, procedural materials in Construct. "Gold" and "Sand".
They just added a mesh importer, so I baked the normals in the texture and wrote a simple shader that reads the normals and does things to each pixel , and presto, procedural materials in Construct. "Gold" and "Sand".
I'm just making the UVs (just the U actually) a function of mesh point elevation. The higher the elevation, the more the mesh takes its texture from the right side of the image.
I'm just making the UVs (just the U actually) a function of mesh point elevation. The higher the elevation, the more the mesh takes its texture from the right side of the image.
I made it for a game, but it's free to use.
I'm using the forgotten (but popular in 80s japan) Schroeder reverb algo, and some wobble.
If you find it useful consider supporting me on itch :)
castpixel.itch.io/animevox
I made it for a game, but it's free to use.
I'm using the forgotten (but popular in 80s japan) Schroeder reverb algo, and some wobble.
If you find it useful consider supporting me on itch :)
castpixel.itch.io/animevox
Bubble symphony, the third bubble bobble game shrunk
📺 from 320x240 pixels to 128x128
🎨 From 256 colours to 15 ( I had no use for pure black)
Bubble symphony, the third bubble bobble game shrunk
📺 from 320x240 pixels to 128x128
🎨 From 256 colours to 15 ( I had no use for pure black)
I'm just making the UVs (just the U actually) a function of mesh point elevation. The higher the elevation, the more the mesh takes its texture from the right side of the image.
I'm just making the UVs (just the U actually) a function of mesh point elevation. The higher the elevation, the more the mesh takes its texture from the right side of the image.
Just some wave math, a deformable mesh, and a gradient texture. The taller mesh points get their UV from the lighter part of the texture, so it looks like the crests of the waves are lighter.
Just some wave math, a deformable mesh, and a gradient texture. The taller mesh points get their UV from the lighter part of the texture, so it looks like the crests of the waves are lighter.
Just some wave math, a deformable mesh, and a gradient texture. The taller mesh points get their UV from the lighter part of the texture, so it looks like the crests of the waves are lighter.
Just some wave math, a deformable mesh, and a gradient texture. The taller mesh points get their UV from the lighter part of the texture, so it looks like the crests of the waves are lighter.
I made it for a game, but it's free to use.
I'm using the forgotten (but popular in 80s japan) Schroeder reverb algo, and some wobble.
If you find it useful consider supporting me on itch :)
castpixel.itch.io/animevox
I’ve been illustrating, directing, animating, and designing since 2000 -not just pixel art (though I love it).
Clients include Minecraft, WB’s Space Jam, Unity and Rami Ismail.
If you need visual worldbuilding, I’m your person.
DMs open, email in bio
I’ve been illustrating, directing, animating, and designing since 2000 -not just pixel art (though I love it).
Clients include Minecraft, WB’s Space Jam, Unity and Rami Ismail.
If you need visual worldbuilding, I’m your person.
DMs open, email in bio
Here's another tiny toy; Fossil Maker. Create random, mostly silly-looking, fossils of creature skeletons
castpixel.itch.io/fossil-maker
Here's another tiny toy; Fossil Maker. Create random, mostly silly-looking, fossils of creature skeletons
castpixel.itch.io/fossil-maker
I made it for a game, but it's free to use.
I'm using the forgotten (but popular in 80s japan) Schroeder reverb algo, and some wobble.
If you find it useful consider supporting me on itch :)
castpixel.itch.io/animevox
I made it for a game, but it's free to use.
I'm using the forgotten (but popular in 80s japan) Schroeder reverb algo, and some wobble.
If you find it useful consider supporting me on itch :)
castpixel.itch.io/animevox
I've been a professional illustrator for 25 years, and a professional game artist and animator for 16. There's nothing I can't do in high-res 2D and pixelart. Hire me!
I've been a professional illustrator for 25 years, and a professional game artist and animator for 16. There's nothing I can't do in high-res 2D and pixelart. Hire me!
So I choose to not have it. 💜
I would love to see you step out of your comfort zone and confidently state what you think you're actually really good at.
No self deprecation, just what you think you're the strongest at
Is anyone brave eniough? 👀
So I choose to not have it. 💜
So I choose to not have it. 💜
I would love to see you step out of your comfort zone and confidently state what you think you're actually really good at.
No self deprecation, just what you think you're the strongest at
Is anyone brave eniough? 👀
So I choose to not have it. 💜
I've been a professional illustrator for 25 years, and a professional game artist and animator for 16. There's nothing I can't do in high-res 2D and pixelart. Hire me!
I've been a professional illustrator for 25 years, and a professional game artist and animator for 16. There's nothing I can't do in high-res 2D and pixelart. Hire me!
giantbomb.com/articles/ram...
4 colors
160x144px
4 colors
160x144px