oahda
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« Reply #280 on: October 27, 2020, 07:24:11 AM » |
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That watercolor shader looks great! Is the wobbliness of the edges done in the shader, or is it a combination of the shader and modelling? Excited to see more as well!
Thank you! It's a bit of both. At risk of ruining the magic, here's a comparison of the scene before and after any sort of lighting and postprocessing is applied. So the model itself is a bit askew already, and its texture already has some watercolour stains in it.
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« Last Edit: October 27, 2020, 12:54:12 PM by Prinsessa »
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JobLeonard
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« Reply #281 on: October 27, 2020, 07:30:27 AM » |
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* enhancing the magic Fixed that for you I know almost nothing of 3D graphics but I'd say it's smart to divide the effect up into the different "stages" like that!
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oahda
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« Reply #282 on: October 27, 2020, 12:53:53 PM » |
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Very well then, no harm done! There are usually a bunch of buffers that come together~ Here is a fun example in the form of a breakdown of how stuff like this works in Metal Gear Solid V. My game is less complex but it's the same principle.
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vdapps
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« Reply #283 on: October 27, 2020, 01:53:10 PM » |
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Thumbs up also from me for this water-color. Looks beautiful.
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InfiniteStateMachine
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« Reply #284 on: October 27, 2020, 06:28:34 PM » |
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Whoa @ the water color. That looks amazing!
Also congrats on the hot reloading. Good on you for paying such care to the pipeline/tooling.
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oahda
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« Reply #285 on: October 27, 2020, 10:59:19 PM » |
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Thank you both! I think the hotloading might be what finally made me get around to it, as it was such a hassle before trying to get the shader right when I had to restart the game every time I changed the shader or one of the textures it uses.
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JobLeonard
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« Reply #286 on: October 28, 2020, 01:08:15 AM » |
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Yeah, that checks out. My work as a programmer essentially boils down to being an interface designer on scientific tools, and if there's one thing I've noticed it's that fast iteration cycles are highly underrated as productivity boosts. At least, until you implement them, and then everyone's like "how did I get anything done before I had this?!"
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oahda
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« Reply #287 on: October 28, 2020, 04:37:06 AM » |
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Oh, that sounds interesting! And yeah, really helps getting more tools.
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andos
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« Reply #288 on: October 28, 2020, 07:17:27 AM » |
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Nice! Always cool to see the different layers that make up a post-process.
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oahda
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« Reply #289 on: October 30, 2020, 04:07:15 AM » |
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Thanks! c:
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oahda
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« Reply #290 on: October 30, 2020, 04:12:04 AM » |
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JobLeonard
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« Reply #291 on: October 30, 2020, 04:14:28 AM » |
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Oh wow, it looks even better with relief in those waves!
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ProgramGamer
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« Reply #292 on: October 30, 2020, 04:53:47 AM » |
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The watercolor shader really does this arch justice!
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ChrisLSound
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« Reply #293 on: October 30, 2020, 07:04:45 AM » |
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It looks so good - I love it!
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I make video/tabletop games and music!
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oahda
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« Reply #294 on: October 30, 2020, 03:09:23 PM » |
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Thanks, everyone! Did one tweak that doesn't warrant its own update. Felt the hard-edged light from the lanterns wasn't what I wanted, but I still like the toony ramp in general, so the solution was to do both: softer point lights (like the lanterns) and harder directional lights (like the sun)! And keep fiddling with the watercolour look in general basically every time I open the game up now.
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vdapps
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« Reply #295 on: October 30, 2020, 03:42:22 PM » |
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Wow, very nice. The gate looks gorgeous. It's immediately raising curiosity, what secret lies inside that settlement?
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Ishi
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« Reply #296 on: October 31, 2020, 03:45:00 PM » |
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I'm super hyped to someday explore the entire town with this art style I really like the soft glow on the lanterns, that works way better than the hard edge!
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SolS
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« Reply #297 on: October 31, 2020, 03:56:51 PM » |
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Love it!
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oahda
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« Reply #298 on: October 31, 2020, 05:49:49 PM » |
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Thank you all so much! ;v; Desire to explore is the goal!
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oahda
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« Reply #299 on: October 31, 2020, 05:59:17 PM » |
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