actionball phase 2 done: time slows down, distort postprocess shader, run dialogue action
actionball phase 2 done: time slows down, distort postprocess shader, run dialogue action
Cell/Gradient shaders, Bloom, Volumetric Lights.
I start with setting up a frontispiece for the game so that the game looks like I want it too before anything. These are just my favorite tools for it.
Cell/Gradient shaders, Bloom, Volumetric Lights.
I start with setting up a frontispiece for the game so that the game looks like I want it too before anything. These are just my favorite tools for it.
Not the coconut chocolate delight kind.
Wanted to do a Star Wars like themed piece. Good ole sci-fi...
Speeder Bike modeled used BMS assets and models posed in blender.
Some extra postprocess paintover/detailing in Photoshop.
Not the coconut chocolate delight kind.
Wanted to do a Star Wars like themed piece. Good ole sci-fi...
Speeder Bike modeled used BMS assets and models posed in blender.
Some extra postprocess paintover/detailing in Photoshop.
github.com/OpenFOAM/OpenF…
github.com/OpenFOAM/OpenF…
what are the properties
of a technicolor film?
for I want to postprocess
like the analogue classics did
what are the properties
of a technicolor film?
for I want to postprocess
like the analogue classics did
New Artstation post! This time with some UEFN work I forgot to record :^)
www.artstation.com/artwork/V2lN1g
New Artstation post! This time with some UEFN work I forgot to record :^)
www.artstation.com/artwork/V2lN1g
1. Three.js for the 3D world - it has a nice CSS renderer too
2. Slides distributed in a scene graph but loaded from files. No idea what the slide editor will be, right now it’s just HTML + css and attachment points in the scene graph
3. Bounce CSS render into a texture and postprocess
1. Three.js for the 3D world - it has a nice CSS renderer too
2. Slides distributed in a scene graph but loaded from files. No idea what the slide editor will be, right now it’s just HTML + css and attachment points in the scene graph
3. Bounce CSS render into a texture and postprocess
My shader does a lot of the heavy lifting for me, I use tilt shift a lot for the blur and the grain is from it too, though I do sometimes apply it in postprocess if I need to edit anything in ps. I do edit colors a bit in postprocess tho since I'm not usually 100% happy w/them
My shader does a lot of the heavy lifting for me, I use tilt shift a lot for the blur and the grain is from it too, though I do sometimes apply it in postprocess if I need to edit anything in ps. I do edit colors a bit in postprocess tho since I'm not usually 100% happy w/them
On an SSD.
On an SSD.
Nobody looks at the visible print layers of your unfiled low-quality plastic print and thinks “this is an actual finished product that should be sold or even widely shown off”
Nobody looks at the visible print layers of your unfiled low-quality plastic print and thinks “this is an actual finished product that should be sold or even widely shown off”
www.shadertoy.com/view/XtVGD1
www.shadertoy.com/view/XtVGD1
github.com/OpenFOAM/OpenF…
github.com/OpenFOAM/OpenF…