So the "background" stuff I'm working on is LUT based color grading. I made good progress yesterday, but I'm still struggling with the handling of HDR colors... as you can see here.
I should start to cleanup the graph now... 🤪
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.
(1/x) My GDC talk "How (not) to create Textures for VFX" is online and available for FREE!
You can get Slides, Project Files (UE4 & 5.0) & more: https://gdc2022.simonschreibt.de
Got the base collisions in.
I ended-up building them in Tiled too by hand.
I suppose this could become be tedious in the long run, but I like the idea of freedom from the tileset itself that it gives.
Plus is as easy to parse as the tilesets themselves when exporting to the game.
@033max @neobscura Un autre truc bien crado, c'est que si tu mets pas de pub, l'algo t'ignore vu que tu rapportes pas de thunes: https://twitter.com/FreyaHolmer/status/1526205662610464768
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