More of these on https://x.com/orb_3d
Just some personal experiments with pixel art and lighting.
I was curious if I could bring in a bit of what I’ve learned from 3D and AAA work to add more depth and physicality to pixel art, without losing the classic pixel perfect look. Most pixel art still uses flat lighting or blob shadows, so I started messing around with things like normal maps, PBR-style materials, and projecting pixel textures onto simple 3D meshes.
At first, I tried staying in 2D with just hand-painted normals, but ran into the usual issues: lighting limitations, fake shadows, sorting problems. Moving to 3D basically solved most of these problems. It let me use real-time lights and shadows while keeping the visuals looking clean and 2D.
It's by no means an easy process or something I'd recommend easily, it can be quite tedious (on the engine side too, not just for the look) so obviously it's not for everybody but I really like the results and it makes me motivated to explore it more, maybe for a game of my own.
normal map test on one frame + toon shader on the character for clean cut
2-tone colors and added volume.
2D engine and early character blockout. light coming from the windows are faked using a "cookie texture" and area lights for the god rays.
normal maps in action
one of my very first normal map test and trying world space isometric textures.