Finally got it working ! I have color grading now, and it editable directly in-game. :)
I had to learn quite a bit of stuff about HDR rendering for it, so I think my next blog article will be about my render pipeline.
Progress of the last few days:
- I finished the cliff textures, pretty happy about those ! :)
- I did a pass to adjust the contrast of the textures, things pop out a little better now
- I did a quick hack to implement my layering system, so now the player can pass behind elements, like the cliff edges.
- I improved the clouds shadows pattern and it looks much more natural now.
"Unreal Engine 5 - Correct stateful replication"
#gamedev #unrealengine #ue5
https://vorixo.github.io/devtricks/stateful-events-multiplayer/
While googling about how to do lighting and shadows in a 2D game, I stumbled upon this great blog post from the devs of "Graveyard Keeper", I highly recommend the reading: https://www.gamedeveloper.com/programming/graveyard-keeper-how-the-graphics-effects-are-made
The advantage of using Substance Designer for building textures: using the height-map as a blending mask to make terrain/tiles transition for free.
Each time I want to build a new transition I just need to plug two materials together in a filter. :D
Finally made it work !
I'm walking on my map, yeay !
I made only the base layer work for now, next are the other layers. Then it will be collisions.
Alright, I always struggle with math but I'm finally making progress here. I'm finally able to draw my tiles index image in a single screenspace pass now, at the right size ! :)
Of course, I had to put some Chromatic Aberration in the blur pass. ;D
That blur pass is now the heaviest part of the post-process system, more than the bloom itself !
I figure I could do an #introductions too.
I'm Froyok / Fabrice Piquet, and I have been working on Substance Painter for almost 8 years, initially at Allegorithmic and now at Adobe.
In my spare time I play with the Unreal Engine, experiment with shaders and sometimes draw stuff. So it's mostly tech art oriented. :)
From time to time, I write articles on my website, often about Unreal: https://www.froyok.fr/articles.html
#gamedev #art #shader #ue4 #ue5 #unrealengine #substance #introduction
I write and explore stuff on Unreal Engine but also do little projects with Love2D. Speaking French/English.
#gamedev #art #unrealengine #substance (Twitter: @froyok)