This
section will serve as an explanation of some of the other things I’ve been
working on for ether that didn’t really need a whole section made for them, as
well as a look into what I’ll be working on next.
First I
could mention Lens Flares. Lens flares were made through textures in Photoshop.
In order to save memory, 3 different lens flares were comprised in one image.
To do this I simply painted monochromatic lens flares into each one of the
image’s channels (R,G,B) allowing me to have 3 different lens flares in one
image. Lens flares were also used to simulate Bloom due to the glitch UDK
currently has on DX9, where a yellow Bar appears on the right of the screen if
bloom is activated.
The buoys in the sea were made using the same
techniques, only applying a Sine wave for movement in the material.
The next big
thing would be the Skydome. With the same idea in my head of keeping everything
reusable and versatile, I created a skydome that could be used for night time
scenes as well as day time, dawn, dusk, etc. To do this I made a material
network that would allow to change the colour of the sky, clouds (and clouds amount)
and stars. This material also allows to edit the amount of stars in the night
sky as well as their complete deactivation.
As for the
future, for Ether 2 I will be creating a lot of Snow systems, as well as making
the season changes more interactive and better. I will continue to try and
create the most efficient workflows possible so that our small studio doesn’t
have to spend too many resources.
Here is a video detailing a few other things and with better explanations:
Here is a video detailing a few other things and with better explanations:
I hope you
have enjoyed my work so far! Until next time!
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