Q started out as a PC game. It was controlled with a mouse only, and you used it to connect nodes on the spell pad. We were only getting started with UDK, but we managed to get a look, feel, and some controls for a small demo. It relied heavily on post processing effects, cloth simulation, and real time accurate reflections. When we later moved to iPads, none of those features became viable, and the visual had to change drastically. It looked like this:
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...
Comments
Post a Comment