But yeah, color grading is pretty awesome. Instant color correction just by adding a lookup table. And you can do tons with it. Did you ever notice in Diablo III, when you take those secret passages through a dungeon and everything takes on a green tint? Color lookup table.
artwork
I think it's sexy as hellConstant outline shaders look like cancer though.
I think it's sexy as hellConstant outline shaders look like cancer though.
BTW, here's the latest progress video:
Reposting this hier to show current progress.
BTW, here's the latest progress video:
Looks nice. A pity it's anime
Duckard (and everyone else) you need to go read this dude's post. https://ventspace.wordpress.com/2017/10/20/games-look-bad-part-1-hdr-and-tone-mapping/
Stuff I didn't even know I didn't know. I always thought the default tone mapping looked OK. Now I have this nagging doubt, and I'm wondering if everything I make is uglier than I thought.
For the uninitiated: Real light has a brightness from 0 to infinity in infinite shades of color. That's high dynamic range, or HDR. Your monitor has brightness from 0 to 1 on red, green, and blue channels. That's low dynamic range, or LDR. A tone mapper will take HDR light information and turn it into LDR that can be displayed on your monitor. A good tone mapper will preserve the color of bright lights, and not make them all white; will put a "bloom" of color around bright lights; and will provide interesting contrast without making all the dark shades black (A.K.A. "crushing the blacks," a totally not racist term when used in context). Color grading is done after that, to get customized fine-tuned colors. It's usually done with a lookup table or LUT. But if your tone mapper has already destroyed all of the lighting information with too much contrast, then there isn't much that post-process color grading can do for you.
The guy who wrote that post basically rants about how every AAA game looks the same and they all look like crap because they're all just a bunch of default tone mappers with too much contrast.
But yeah, color grading is pretty awesome. Instant color correction just by adding a lookup table. And you can do tons with it. Did you ever notice in Diablo III, when you take those secret passages through a dungeon and everything takes on a green tint? Color lookup table.
Codexian game developer simulator?Jobless, Homeless, Unmarried, Godless
In addition to my own game projects, I'm doing some freelance game design job and here's a long-ass vid of the first such project (darkest dungeon-inspired):
The game looks solid, but you gotta edit that video down to 5 minutes, and replace your voiceover with text-to-speech.
Okay. this is unironically the graphical style I've settled on. It will have a ultima 3 type combat system.
If you saw this on steam for $6.00 would you buy it? If it had very positive reviews and promised a lengthy campaign with tons of choice and conquence and deep decision making?
Part of the reason for the low-effort graphics is that it's so damn efficient to mass produce. It only takes about ten minutes to make a new portrait. I have written 206 recruitable companions for the game, so I don't want to spend ages on a portrait for each one. Is it good enough for $5-$6?
The graphics look fine for a $5 game, but the screenshot shows no detail about what's going on in the game, was my point.
Am I about to agree with Zep? I think I'm about to agree with Zep.
Tavernking graphics do a lot to set the tone of your game. Even if you had the best mechanics, gameplay, and story in any RPG ever, I would still have a hard time taking it seriously. If your game had really good reviews, I might get it on sale if it were under $2 because I'd be curious why everyone liked it so much.