OfflineLPV test
Posted: Sat Mar 21, 2015 2:17 am
As an artistic practice, I try to spend 3-4 hours of every week working on my level design skill, in the same fashion that I practice my musical instruments and my martial arts. I find that as an artist, if I push myself away from what I'm obsessing over and work on something randomly different I see things with a fresh perspective.
As of late, I've been using that time to try out game engines I've not worked with before but this week, I thought I would try out the offlineLPVs that AndrewMac, Jeff Raab and others have been working on. I setup the branch, imported some basic T3D assets and an hour or so later came up with this. The effects are much like the 'b' in 'subtle' but you can see the effect on the computer screens starting at about :10. The emissive textures for the screens are, well, emmisive and you can see the subtle effect of SSAO as well. I wanted to see for myself how quickly I could emulate that glowy grungy look of Unreal, and without too much work got pretty close with this new tool:
This is with a single R,G,B and gold light in the bunker and additional layers on the textures for the 'glowy bling'. Would still need texture work, zone/portal et., but not too shabby for a lunch hours' worth of playing around...
As of late, I've been using that time to try out game engines I've not worked with before but this week, I thought I would try out the offlineLPVs that AndrewMac, Jeff Raab and others have been working on. I setup the branch, imported some basic T3D assets and an hour or so later came up with this. The effects are much like the 'b' in 'subtle' but you can see the effect on the computer screens starting at about :10. The emissive textures for the screens are, well, emmisive and you can see the subtle effect of SSAO as well. I wanted to see for myself how quickly I could emulate that glowy grungy look of Unreal, and without too much work got pretty close with this new tool:
This is with a single R,G,B and gold light in the bunker and additional layers on the textures for the 'glowy bling'. Would still need texture work, zone/portal et., but not too shabby for a lunch hours' worth of playing around...