Archive for the ‘Skull’ Category

Another screenshot

Wednesday, May 12th, 2010

Some interface content from the test framework. Windows are based on a single image and can resize, scroll content and attach buttons as needed. Support for tabbed content and buttongroups is included. Every icon can be dragged and dropped into any socket. Also pictured: dial/bar gauges, tooltips and a cel shader/lighting test.

Texture cube lighting

Sunday, August 30th, 2009

One technique I discovered early on is ambient lighting using a texture cube. A texture cube is a texture made up of 6 images, one for each side of a cube, that should smoothly fit together to make a complete panorama.

Rather than use this texture cube just as a skybox, I use it to sample ambient lighting.

Texturecube ambient lighting

Texturecube ambient lighting

The other nice thing about using a texture cube is you can quickly blend them together to subtly alter the lighting or smoothly transition from sunset to night.

This technique works well in conjunction with an Ambient Occlusion layer in your shader, as you don’t have to have overwhelming fixed lighting when baking your model’s textures out.

Water shader update

Friday, April 10th, 2009

Getting closer to being done. Still plenty of bugs to fix and small features to implement. Decent normal convolutions are a big priority.

I’m quite pleased with how different the water looks at different depths, angles and proximities.

The (semi) finished water shader

Monday, April 6th, 2009

A pretty accident

Monday, April 6th, 2009

The new water shader is a work in progress, but already looks the part.

I accidentally clipped the terrain while I was working on masking out the cel shading under the water. You can see how the cel shading applies itself to the terrain quite clearly in this shot.

The ATV

Thursday, March 12th, 2009

The primary mode of transport in the Rugged world is a sexy, growling ATV. You can also see the new haze shader in the background.

The first thing you see when you load Rugged

Saturday, March 7th, 2009

The new lighting model is so good that the vehicles glow under the hot desert sun and all have to be re-rendered. Until then, here’s a look at Rugged’s title screen.

Rugged Update

Friday, March 6th, 2009

Here’s a couple more shots of the shader progress. The slope texture is now quite visible, as is the full-size normal map.

Rugged Update

Wednesday, March 4th, 2009

Big terrain updates. The game engine can now have vast swathes of land and will even subdivide nearer terrain to remove sharp polygon edges and raise the detail.

This update also includes my first shader, as seen below. Don’t forget to click through to the high res version.

Skull

Thursday, February 19th, 2009

Welcome. I’ve converted the boring old Flash website into an exciting Wordpress blog so that I can share all the fun creative stuff we’re doing.

You can look forward to sneak peeks of our ATV racing game Rugged as well as game development insights and other projects. Check back soon and frequently.