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I had the idea of a 3D renderer that projects a 2D cutout rig into a 3D space, but sort of minimizes the X rotation and keeps everything looking like the 2D drawings, but the lighting and animation is done using a low poly model.

Only that the 3D mesh is used to project the 2D planes vertex to the 3D mesh, but do the foreshortening as X and Y operations, to minimize the rotation distortion that rotating a plane will have.

And use the 3D low poly mesh as normal map information to draw the toon shadows on the 2D sprites.

Maybe have an library of 2D shapes to automatically switch based on angle to the camera.
>>
>>1018318
cris, you're nearly 40
the life expectancy in guatemala is what, 50?
make a fucking game with what you have
>>
>>1018318
Congrats, you discovered the Vanillaware pipeline
>>
>>1018318
>>1018322


>>1017899
predicted it lmao
>>
>>1018380
The worst part is that this is not even Cris, he already died like 6 months ago, we'll never have a Cris game.
The larpers can keep his legacy forever



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