First screens of 3D engine. Initially, I wanted the game to have a super sharp look.The graphic was to be characterised by lots of sharp polygons( almost the opposite of what the game turned out in the end). A bunch of simple shaders are already implemented at this point for cubic reflection maps, vignetting, and normal mapping.
Besides all the regular fancy shaders you would normally find (reflections, normal mapping...) the demo features one advanced fullscreen shader to produce the painterly effect. Its different from the usual cel-shading techniques because it doesn't rely on silhouettes or a different lighting model to produce the effect. Instead, the shader utilizes a brush pass ( the scene re-rendered with a brush texture applied to everything) and the depth pass, alongsde the main color pass to distort the image in a specific way. The brush pass is used to define the magnitude of the distortion, and some math applied to the depth pass to define the direction of the distortion. Its useful to note that the main color pass is rendered completely normally, the lighting is baked from Maya into the textures, and shaders are applied normally for reflections and normal mapping. Below are screenshots of the passes with a brief explanation of how it works. 1. The bru...
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