Doesn’t have to be ambitious or even ever released. Just curious to hear your ideas and techniques. Screenshots are welcome!
Doesn’t have to be ambitious or even ever released. Just curious to hear your ideas and techniques. Screenshots are welcome!
I haven’t done much. Only techniques so far, which is mostly just vertex colors+low-poly. The meshes are made with the color in-mind (+painted at the same time), also real-world reference scale. Game engine I’m using is Godot.
I’m trying to make a comprehensive set of general-use materials, ideally for an import script. If I use textures, there will not be many. In-engine noise works for some things, I am happy with a metal material and somewhat with glass materials. A billboardY material also works great (distance fade allows it as an easy ‘interact’ icon in 3D).
Not so happy with transparency or object scale (and still needing to mess with UVs), I made a visual shader material that allows adding a color for models that don’t have VC (specifically: textmesh)… I tried to use a shader for a pitted stone with fancy lighting, it didn’t turn out how I wanted and it seems like the possible complexity is too much for me.
More recently I’ve attempted to bring in grayscale watercolor to break up the flat color of the VC. Taking a picture with a DSLR, turn it into an optimized 512x texture. I tried to do a matcap but that didn’t work (maybe the matcap shaders I found weren’t right for non-metallic), a splatter texture seems to be alright. Gives away seams easily, default triplanar is not great either.
I might do unshaded stuff (with-or-without manual VC shading), but I haven’t tried vertex lighting yet. Though I will likely do a mix of styles, especially with obvious reasoning.
I had some example images uploaded but unfortunately my instance currently has all images broken. What I have isn’t much and it isn’t even very cohesive yet, anyhow.
Also, Spyro is one inspiration for these techniques, and I will probably make a vertex color skybox eventually.
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I am using Nim-lang via GDextension, also waiting for Godot 4.4 to release because of Jolt physics (I’m thinking it will make beginner projects more viable).