Realistic Assets in 2D games?

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Post » Mon Dec 15, 2014 4:59 am

Well, if it were just about using pictures, I wouldn't have asked. No, I meant, if it would be worth the effort to do, what is described in the video (and used in the game that I referenced). Creating 3D-assets with that technique, that are then "baked" (I think that's the term used for it), and made into 2D-sprites/objects, including normalmaps or similar to create an interactive response to lighting/shadowing, etc.

I was wondering, because my first thought was: "I would never be brave enough to face that challenge." It seems to just take too much time, not to speak about the money to be invested in software/manpower, etc.
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Post » Mon Dec 15, 2014 9:07 am

Blender tutorial: How to Create a City, Covered with Fog (YouTube)
You can do a racing game on a real map but i think it is a lot of work because of collison detection. Fly above is easier. You can render it out with shadows...
Isometric racer with shadows on the ground. Shadows overlapping cars, how it works i don't know. Q3D for C2 would solve shadows problems.
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What you want in C3?
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