ah, DayZ them where the days, such an interesting game when it came out and intense when solo.
Awesome tribute piece can't wait to see how you tackle your idea, looking forward to it.
Image is a great reference and that trailer does add a bit of something, i can see a "dual" solo trailer, like those motor cycles more toward the backside though, type of style to it, just a random thought i felt like sharing that might spark some interest.
I've been mucking round in Godot lately trying to get some nice npr/toon shading stuff going and I got upset with reflections because they look smooth and realistic and boring.
I don't want smooth and realistic and boring, I want my reflections to look like they're toon shaded as well.
so..
To get toon lighting you posterize the result of your lighting calculations. The obvious answer to this would be to do the same thing to your reflections. sadly though, Godot does not let you get at the reflection calculations (neither do most engines afaik) so you must build your own.
Sampling a cubemap is simple enough so no problem there but then you're kinda knackered. Making a nice toon style cubemap or posterizing a normal looking one kinda work but cubemaps exhibit a wide range of nasty artefacting (filtering/texel density etc.) and I don't like nasty artefacting. Throwing resolution at the problem kinda works but not really
so - I became sad and angry
But then I realised that if I posterized the vector used to sample the cubemap I'd get what I want. This isn't a 1 size fits all solution, but it works very well for what I'm trying to achieve.
it's really simple too - just calculate the vector as normal then floor( (v * levels) / levels) before sampling the cubemap texture
I'm a little confused by the brief. Is it a requirement that the piece is based on existing work?
nope you can make up your "own", if you want to.
Edit: to explain more, the idea behind using "existing" works is to alleviate the current situation with these ... "generators", that are taking everything. At least for me it makes me feel better sharing work if i just replicate what is already there and "altering it a bit". It is like idc(to an extent) cause its not 100% my own thing. (no permissions given, to use the stuff though, outside this contest.)
I was just reminded of very early versions of corel painter (around v4) in which you could attach basically any tool setting to any input - eg. stylus tilt could control color and size while pressure controlled opacity and rotation (or whatever), all configurable on the fly etc. it was a very long time ago so rose tinted glasses apply but my heart has yearned for that level of brush control ever since (possible hyperbole)
Posting this as a ref/ what I have in mind, obviously mine is not going to even be close but I really want to understand how to get to such insane level
I happy to say that I finally finished this scene! What started how small art challenge inspired by my Halloween wallpaper - became small 3D scene, which I'm planning to publish in Untiy store. The main gall was do not use any 3th party assets.
It's amazing how hard it is in life to find the perfect time for any project, and unless you start regularly devoting at least half an hour of your time to something, everything can be completed quite quickly. The main thing is not to wait, but to do!
Subscribe and see few additional screenshots on artstation Thanks for your time and don't put off creativity!