#Faking Pre-rendered 3D Sprites

4 messages · Page 1 of 1 (latest)

heady dew
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In a lot of older games like Doom, Diablo, Fallout, and Harvest Moon 64, you'll see 3D models (or scans of clay sculptures) pre-rendered and included in the game as 2D sprites in an actual 3D environment. I know the most accurate way to reproduce that in Godot would be to just do that exact same thing, creating 3D models, converting them to spritesheets, and then using Sprite3D nodes to display them, but I'd like to simulate/fake this process entirely in Godot if possible.

The first way I thought of would to point a camera at each model, tie that to a viewport, and then use stick a ViewportTexture on a Sprite3D and that's that. However, I'm not sure if this workflow would cause problems if there were one or two dozen of these all active in the same scene. Is there a better way to fake this sort of aesthetic, possibly with shaders, or is the only efficient way to do this to simply do it the old-fashioned way and actually do it for real?

(in the attached picture, the character, horse, and plants are sprites, but the buildings are 3D models)

raven basalt
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Write a vertex shader that would transform the vertices into an orthogonal model

heady dew
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Are they using a shader in that? It looks like they've just rotated the characters to look aligned with the camera. It still looks like a 3D character in a 3D world, just from a different angle.