This is the most extensive script I have written to date.
This tool was used for the game Opulence, my group's university capstone project. We needed a fast turnout of assets, and quick iteration times to complete the project in time. Being the only artist on the project, I needed to find a way to generate all the art quickly.
After my research, I was inspired by Motion Twin's pipeline for Dead Cells, where they take 3D animation and convert it to pixel art sprite sheets. This script allowed for iteration, modularity and reuse of models, rigs and animations for the variety of characters available in our game, while still being able to keep to the 2D aesthetic the creative director wanted.
Although I was the only artist on the project, I wanted to handle the script's construction like I was going to be passing it off to another artist. This is why I wanted the script to create the normal maps together with the colour sprites. This was a challenge, as I couldn't know what geometry in the scene needed normals to be rendered. This is why I ask the user to select the specific geometry they want a normal map for. The user can also change the material for any geometry in the scene from within the tool's UI. In the future, I would like to add the option for the user to create new materials for selected geometry, should the need arise. Saves the user having to open another interface to manage this.
Video walkthrough, showing how the script is used.