Usually we work on something called a Beautiful corner. You can easily get stuck at this stage. This is costly.

Life is too short to wait before making a decision.

 Here: we are leaning heavily on fog cards, screen-space reflections , and grease pencil 3d vector strokes.

However we end up rendering and optimizing it is de-coupled from the technical details of how we implement it. This reduces dependecies. We can make the artistic decision once and stick to it.

We can render the silhouette ink lines in the texture, in a shader in screen space, in an inverted normal inflated instance, there are numerous techniques.

Fundamentally, how grease pencil creates and stores data is so useful and versatile and clever, that we think a blender to godot GP bridge is likely to emerge, or otherwise we would help fund the development of such plugins.

Accentuated screen space reflection by using an almost impressionistic approach to water rendering. this is just 60% of the way there, and a few days away from what I would consider a MVP style reference frame.

Playing with the idea of hand-painted flipbook water 2D animated trim sheets that would include most types of rain and collisions.

This scene was assembled with such ease that we thought ok this will be the style we go for moving forward: low-res hand painted texture, and sharp ink lines on top. Creates a comic book PS2 game style, and hopefully we can make this run well at 60-90fps on modest hardware, even intel HD graphics or a mobile phone.


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