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ELO Island (back)

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Description

Front view: just-a-dev.deviantart.com/art/…

ELO
is a work in progress game being developed in Unity.
This island was made to be the main setting of the game, define the mood, colors, study shaders, modeling and texturing techniques.

3D Models
The models of the island, clouds and ocean were all made in Blender using a low poly modeling technique. The face's normals are made in a way that gives the models a hard edge, showing it's poligons instead of trying to hide them with smoothing.
 
Shaders
Shaders are pieces of code that tell the graphic card how it's going to render an object.
Depite being created using Unity, all the objects in the scene were rendered using special shaders made specifically for this project because a different type of redering was needed and the default shaders present in Unity weren't enough.
 
Vertex Colors
For styling purposes and performance concerns, no textures were used in the scene. It's all vertex color information. Each vertex in each model has a color. The colors in a face are defined by the colors of the vertices that made the face.
 
Rim Light
This same shader was created in a way that the objects always receive a rim light, making they appear to receive light from the back no matter where the camera is.

Water
The water shader is a modification os the terrain shader that can render transparency additively.
A deformed cylinder was used as ocean so the whole ocean could be rotated to simulate waves.

 
Post Processing Effects

Both, Bloom and Sun Shaft post processing effects, were used in the final rendering pass.
 
Bloom
The Bloom effect is used to blur the vertex colors creating intermediary color tones to highlights and shadows.
 
Sun Shaft
The Sun Shaft works by getting a bright part of the scene and projecting rays from that position at a desired direction. Where those rays are obtructed by a mesh a shadow is projected. In this scene the effect was crancked up so it could pic a larger sample of colors to project the rays. This gives to the scene it's "bath of sun" look.
 
Unity
Unity is a powerfull game engine and it was used to get the final render. All the models made in Blender were brought to Unity where they were positioned, it's shaders created, the lighting was made, post process effects were applied and the camera was set. This final render was taken in real time, when the "game" was playing.
Image size
2252x1018px 528.9 KB
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