
Perfectly doable, but it's a huge time saver when you just want some abstract detail.
Are you suggesting that you are not, in fact, a badass? Them's fightin' wor- Ooooooh. Right.Cage wrote:I'm pretty sure that contrary to me, he was just bad ass and did it by hand![]()
Before reading the words, my first thought for this picture was "fancy automap view of a complex level".Cage wrote:Damn, you can really go a long way with a decent procedurally generated base and digital painting on-top
(Texture not for public use, don't ask)
Then why show it off?Cage wrote:(Texture not for public use, don't ask)
Spoiler: Shrinker MemeryI think i'll just make them A_Die when shrunk and expanded.
Sadly, I wouldn't trust any honors for "you may not use this" given what i've seen.Jaxxoon R wrote:Then why show it off?Cage wrote:(Texture not for public use, don't ask)
Is there communism going on in Doom community? If so, I didn't get the memoJaxxoon R wrote:Then why show it off?Cage wrote:(Texture not for public use, don't ask)
Also to let you guys know that are really helpful tools that can help you out even if you're not an artist!DoomKrakken wrote:To show that it's his work in progress, or to show it will be implemented in one of his works in progress.
It's okay if you want to make it look like they're watching the flash of an atomic bomb; but the lightning is a bit too stark if they aren't supposed to be vaporized within the next second.leileilol wrote:How to write a bad celshader in GLSL!!!
- make edge outlines by sobeling edges from the depth buffer (which has artifacts with....... everything)
- calc some psuedo bump for lighting
- generate some black sobel outlines by shader from diffuse texture, applying over the shader
. divide diffuse texture by its monochrome itself to flatten the image. this is the problem area tbh, real celshading works with properly made diffuse textures and not onthefly pixel normalization
- clamp/posterize lighting to 2 levels.
This is clearly not GG Xrd's technique. just something halfassed i thought of while goofing around with glsl lighting.