Random "work in progress" shots
category: general [glöplog]
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Realtime path traced, playing around with roughness texturing to make an xmas scene. Top ball is roughened + coloured glass. There's a video here.
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cancelling 2nddemo and making this one instead
also this might need some "music" that sounds like it was made by nosfe
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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!
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Some work on an easter egg for the next android app..
bouncing letters, ascii text, fancy chiptune for now
fancy scanbars! :)
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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
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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.
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Debug render during early implementation of the volumetric lighting:
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A debug texture for the parallax occlusion mapping:
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The first draft of the altar scene looked like this. The story didn't have a temple yet.
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Proof of concept for the Poseidon statue:
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Final look:
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The concept art for the launch scene:
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An early render:
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Almost the party version (the submersible doesn't have geometry for its spotlights yet):
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Final look:
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Work on the sea surface for the emergence scene:
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Tweaking the colors:
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Final look:
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A few effects that didn't make it to the final intro...
Some shapes for the sea floor:
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A water splash effect with particles and blurred normals:
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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.
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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.
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Debug render during early implementation of the volumetric lighting:
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A debug texture for the parallax occlusion mapping:
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The first draft of the altar scene looked like this. The story didn't have a temple yet.
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Proof of concept for the Poseidon statue:
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Final look:
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The concept art for the launch scene:
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An early render:
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Almost the party version (the submersible doesn't have geometry for its spotlights yet):
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Final look:
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Work on the sea surface for the emergence scene:
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Tweaking the colors:
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Final look:
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A few effects that didn't make it to the final intro...
Some shapes for the sea floor:
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A water splash effect with particles and blurred normals:
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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.
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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.
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Let's try some kind of atmospheric halo around that.
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Ahh now some backlighting maybe (this is really simple, but I also still really like it).
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Well how about the surface, trying a cheap heightmap function.
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Dry land.
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Slightly better water shading, maybe.
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Trying to add some other geometry too.
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Sketching some proper shots.
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The FXAA I was using was too bloated, trying a compact DOF instead.
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Bugs, am I right.
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That's better.
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Tree, courtesy of fizzer. Dropped for space reasons (along with some other stuff), hard to make it work.
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Ok now finally the shots of the celestial objects, which started the whole thing.
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Those noise funcions for texturing weren't really feasible, going with something else, testing various kinds of lighting.
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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.
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Let's try some kind of atmospheric halo around that.
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Ahh now some backlighting maybe (this is really simple, but I also still really like it).
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Well how about the surface, trying a cheap heightmap function.
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Dry land.
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Slightly better water shading, maybe.
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Trying to add some other geometry too.
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Sketching some proper shots.
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The FXAA I was using was too bloated, trying a compact DOF instead.
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Bugs, am I right.
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That's better.
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Tree, courtesy of fizzer. Dropped for space reasons (along with some other stuff), hard to make it work.
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Ok now finally the shots of the celestial objects, which started the whole thing.
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Those noise funcions for texturing weren't really feasible, going with something else, testing various kinds of lighting.
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And after that it was three or so days of actually putting everything together, i.e. the cameras.
Zavie & noby: <3
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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 !
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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
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:-D
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:-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 :)
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that almost looks ephidrena, lisu.. you're improving! :P
what psonice said!