I’ve just started getting into Shader Graph and I tried to create some smoke. I got the idea from seeing a geyser around a volcano, but it doesn’t quite look right. I was hoping someone in here could give me some tips or advice?
Here is the Graph:
I’ve just started getting into Shader Graph and I tried to create some smoke. I got the idea from seeing a geyser around a volcano, but it doesn’t quite look right. I was hoping someone in here could give me some tips or advice?
Here is the Graph:
not really game related but im happy with how it came out
3e1c777f62a84c30907164e56d21121d
Made a 2D realtime animated procedural cloud shader with some fake lighting. It does not use the usual ‘noise’ based approach, but instead an original method I came up with.
Dude, saw that featured, really awesome! You’re good at this!
tnx! was it featured? im gonna make a series and print them. still learning on how to airbrush…
Wow sounds awesome I wana see that happen! Yes I saw it featured. You mean using real airbrush? Haven’t used real art tools since my art classes at uni.
yes real airbrush and other painting techniques.
I like that your character has a unique silhouette and doesn’t look like “generic female character #536”.
Reminds me of Elastigirl, but more stylized.
Thanks!
That was indeed more or less what I was going for
I feel like your first draft was too fuzzy, and this one is too sharp.
They both look good though.
Got my realtime 2d cloud renderer finished and uploaded to the asset store Now available for $15.
#oddlysatisfying
Military compass. I have to make some shaders in unity, for now it is displayed in Toolbag. Bigger images if you follow my artstation link in sig.
Essential tools for land navigation training. Only thing missing is a map, which will come later. Next up, the character and their gear.
Hi everyone,
for my first game I came up with two basic style ideas. Please find both prototypes below.
The game is a mixture of card collecting and empire building, while the empire building and fighting part is more like a manager, than a visual RTS-like environment. It all evolves around an immersive tech/research tree that is following real world inventions and the like from stone age until now. Obviously as a solo developer I need to cut resource heavy stuff like having a trillion sprites for the cards etc. and I’m aware of such things.
Anyway, my first idea for the research/tech tree was to have a 3D scenery, that changes when progressing through the time ages. So the ground material will change, 3D elements will change etc. It will look quite immersive, but UX wise I think it will be unhandy for the player to navigate (since I will need to show the complete tree e. g.). In this case the UI would be kept rather realistic as you can see in the prototype. I do also struggle with the fact that there will be a 3D environment in the tech tree scene, but the empire and war scenes will be rather plain → it’s inconsistent.
https://i.ibb.co/25mq7g3/Behaim-Proto-1-med.png
The second idea evolves around a “UI”-only approach, where I incorporate a style that goes into the direction of art deco but is slightly darker and not like the 1920s golden / gatsby like feel. Here I’d concentrate on creating nice UI transitions and animations to have an interesting experience for the player. I also think that the tech tree is more approachable/usable because navigation is better. Also here the overall look will be more consistent. Obviously it lacks impressiveness since it’s “all plain” (though things are moving… so…).
Sorry I only post the links, but the image stuff is broken somehow
I’d really appreciate some feedback on both prototypes (and please remember they are protos ).
Thanks and KR
Marcel