This is my first year freelance after too many in the industry…
most of this year I’ve been doing 2d concept work on a variety of projects, but am just entering a production phase where I deliver the final game assets for a sony project… that gets a public beta next year… <my bit is small, but cool with quite a tight schedule…
I’ve got sucked in to blender and aim to prototype the whole thing to pretty much finished in the blender engine and then “port” to PS3… My first major milestone is this friday!
the tool chain is rich and has exceeded my expectations… <i’ve found it very cool and find it really helpful to sketch ideas out and can see that prototyping gameplay could be really efficient here. I miss Lightwaves materials and renderer (hypervoxels and f-prime the most) but other than that am completely into blender now.
Back on topic though…
If theSOC GLSL stuff had come off )(textures, and node support ) combined with the new 2d GLSL post processing my life would be much easier… add in a variety of reatime shadowing options, crank up the antialiasing and filtering on my graphics card. for real time rendering…
Regardless, some way of authoring GLSL textures for the game engine within blender would be very cool.
I have an idea for a 2d post process that I’ve used on a couple of games recently…
essentially <you take a screenshot of your game, expand the canvas on one side and paste in a premade colour chart (essentially colour ramps and saturation)
take this screen shot into 2d software of choice, modify (brightness/contrast, curves, levels, multiply overlay screen, whatever… as ong as you don’t paint and dont use filters
essentially any photoshop style adjustment layers are fare game…
All of these edits modify the colour chart… cut it out and keep…
our GLSL post pass compares the two charts and essentially acts as a look up table to modify our screen footage. No matter how dramatic the change the cost is the same… in between values can be interpolated…
this is quick and easy for night vision, negative or just colour timing fx. If you can also animate the intensity you can do loads with this!