DL8. I gotta admit, Blender's built-in node-based compositor is kinda disco. The Alpha-Over node gives me the ability to adjust my shadow opacity (only) without rendering it separately. This saves me some action/batch creation time in Photoshop, and gets me closer to having a pipeline that goes straight from render to sprite sheet.

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DL2: Another screenshot of our demo environment, higher up the cliff by some ruins and crypts. Art created and rendered in blender, output to Unity 3d.

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DL1: Unity in-engine screenshot#1 with our first commoner model, SG. (StopGap). This is our demo environment, ruins set atop a rocky island off a distant cost. We have 2d demo environment created in Blender, rendered as sliced sprites with a few animated torches . This is where we start, and should provide an idea on what I'm going for.

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