Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

I love the stylized look of the per-face lighting - a couple of questions and suggestions:

-while the ultimate goal would be per-pixel lighting, please do keep this mode available in the future, for its stylized look - same, if you manage to get per-vertex lighting going (Gouraud-ish?)

-are you working on/considering decoupling texture size from the C3 spritesheet size? This limitation kind of goes against using glb as an all-encompassing format (mesh+texture) - as you still need to take an outside parameter (C3 spritesheet size) into account...

Good point about keeping the stylized per face option, I will keep that in mind. I also don’t see per pixel or vertex coming any time soon.

I haven’t run into the spritesheet size vs glb with embedded texture limitation. Do you have an example?

Sorry - what I meant was the C3 Image Editor texture having to be greater than the spritesheet size. Many times, I load the texture that was embedded in GLB into the image editor, and this becomes an issue since the texture tends to be lower res (pixel art etc.).

I usually pad or combine textures, but it would help if I didn't have to. Not a deal breaker in any way - just curious if this is a limitation you're planning to remove.

What I recommend now is to not use C3 Image Editor texture. Instead put the texture into the gltf (embedded mode) or glb with textures included and there will not be similar limitations.