Random "work in progress" shots
category: general [glöplog]
Realtime path traced, playing around with roughness texturing to make an xmas scene. Top ball is roughened + coloured glass. There's a video here.
cancelling 2nddemo and making this one instead
also this might need some "music" that sounds like it was made by nosfe
From one of the last week dev days of navidadapt 10. The beginning ended up quite different and a bit less glitchy, ofc those edgy surface net blobs (especially with one hand *in the blob*) would have been different at least <:D.
Anyways happy and great 2018 for everyonez here, may this year bring us the best prods of the scene <3 so far!
Some work on an easter egg for the next android app..
bouncing letters, ascii text, fancy chiptune for now
fancy scanbars! :)
I'm still a beginner aso.. Here I did post five glitchy shots, that I like for some reason (at the present time) and here is one set live. 2d-canvas only, no frames
I'm still a beginner aso.. Here I did post five glitchy shots, that I like for some reason (at the present time) and here is one set live. 2d-canvas only, no frames
schleifff screen cleaner something
Here are various screenshots from the development of H - Immersion.
The concept arts experimented with non photo-realistic palettes, which we really liked, but we weren't quite sure how to get such a look so in the end we went for a more traditional one.
Debug render during early implementation of the volumetric lighting:
A debug texture for the parallax occlusion mapping:
The first draft of the altar scene looked like this. The story didn't have a temple yet.
Proof of concept for the Poseidon statue:
Final look:
The concept art for the launch scene:
An early render:
Almost the party version (the submersible doesn't have geometry for its spotlights yet):
Final look:
Work on the sea surface for the emergence scene:
Tweaking the colors:
Final look:
A few effects that didn't make it to the final intro...
Some shapes for the sea floor:
A water splash effect with particles and blurred normals:
At some point we considered having the interior of the temple covered with decaying mosaics like this one. We never got around doing it though: the other scenes still required tons of work compared to the temple.
I'd have more pictures to share, but this post is probably already too long. :)
The concept arts experimented with non photo-realistic palettes, which we really liked, but we weren't quite sure how to get such a look so in the end we went for a more traditional one.
Debug render during early implementation of the volumetric lighting:
A debug texture for the parallax occlusion mapping:
The first draft of the altar scene looked like this. The story didn't have a temple yet.
Proof of concept for the Poseidon statue:
Final look:
The concept art for the launch scene:
An early render:
Almost the party version (the submersible doesn't have geometry for its spotlights yet):
Final look:
Work on the sea surface for the emergence scene:
Tweaking the colors:
Final look:
A few effects that didn't make it to the final intro...
Some shapes for the sea floor:
A water splash effect with particles and blurred normals:
At some point we considered having the interior of the temple covered with decaying mosaics like this one. We never got around doing it though: the other scenes still required tons of work compared to the temple.
I'd have more pictures to share, but this post is probably already too long. :)
Very nice pictures Zavie, much appreciated :) Thanks for sharing!
Zavie: Lovely! I actually only now notice how much detail there is at places I didn't previously even consider.
Here's pretty much all screenshots I took during making of Waillee, which I think was around 1.5, maybe 2 weeks, I forget.
Just a small sketch that sparked the initial idea.
Let's try some kind of atmospheric halo around that.
Ahh now some backlighting maybe (this is really simple, but I also still really like it).
Well how about the surface, trying a cheap heightmap function.
Dry land.
Slightly better water shading, maybe.
Trying to add some other geometry too.
Sketching some proper shots.
The FXAA I was using was too bloated, trying a compact DOF instead.
Bugs, am I right.
That's better.
Tree, courtesy of fizzer. Dropped for space reasons (along with some other stuff), hard to make it work.
Ok now finally the shots of the celestial objects, which started the whole thing.
Those noise funcions for texturing weren't really feasible, going with something else, testing various kinds of lighting.
And after that it was three or so days of actually putting everything together, i.e. the cameras.
Here's pretty much all screenshots I took during making of Waillee, which I think was around 1.5, maybe 2 weeks, I forget.
Just a small sketch that sparked the initial idea.
Let's try some kind of atmospheric halo around that.
Ahh now some backlighting maybe (this is really simple, but I also still really like it).
Well how about the surface, trying a cheap heightmap function.
Dry land.
Slightly better water shading, maybe.
Trying to add some other geometry too.
Sketching some proper shots.
The FXAA I was using was too bloated, trying a compact DOF instead.
Bugs, am I right.
That's better.
Tree, courtesy of fizzer. Dropped for space reasons (along with some other stuff), hard to make it work.
Ok now finally the shots of the celestial objects, which started the whole thing.
Those noise funcions for texturing weren't really feasible, going with something else, testing various kinds of lighting.
And after that it was three or so days of actually putting everything together, i.e. the cameras.
Zavie & noby: <3
AMIGAAAAAH!
Britelite wat??
legend: I said "AMIGAAAAAH!"
@aqu:
those scanbars make me moist
those scanbars make me moist
Here is the sound for an abandoned 4k Amiga intro from around 2003:
http://gfbtm.untergrund.net/4k/4klyd.mp3
http://gfbtm.untergrund.net/4k/4klyd.mp3
@Zavie: insanely cool !
Platform is Game Boy Color. Could definitely use a bit of optimization (timing is EXTREMELY tight when dealing with scanlines), but it's a start.
jsyk
:-D
:-D
@aqu: You call my lines bars ?It is because the scanline in my screenshot looks more like bars than lines ?
Public prototypes of my GUS PnP compatible :)
that almost looks ephidrena, lisu.. you're improving! :P
what psonice said!