Me: “But Abi! Surely I should work on bug fixes rather than implementing Depth of Field.”
Project Manager: “No, Hazel. You must work on awesome graphics effects.”
Me: “Sweeeet.”
Me: “But Abi! Surely I should work on bug fixes rather than implementing Depth of Field.”
Project Manager: “No, Hazel. You must work on awesome graphics effects.”
Me: “Sweeeet.”
Although I’ve really only been sharing bright and shiny screenshots of our game, it actually progresses from a sunny farm through to a dark and creepy forest. Naturally, this meant it was time to focus on implementing a coherent lighting model for the level. At the moment we’re working with ambient lighting, two directional lights and two spot lights per short section of our game.
In addition, I’ve been looking at methods for shadowing and shading. Each bee is an intricate model, but scaled down it would be easy to lose a lot of the detail. As you can hopefully see in the following images, shading adds some depth and makes the bees appear far more three dimensional. Continue reading »
I like how colourful this game is making my blog look! We’ve had the ability to add post-processing effects to our game easily for a couple of weeks now, but have only just considered what to do with that. Inspired by some of the effect from rendering fur over the weekend, I created some examples of a brushstroke shader in effect the game. It’s good having a colourful 3D environment to play with like this.
Continue reading »