Mark your dang calendars and wishlist the game on Steam!! Thank you everyone for your patience and support over the years. I’ll be posting every day from now until release, so make sure to follow along to see!
If there’s one thing consistent about this blog, it’s my ability to completely forget to post anything to it. Here’s a BIG ol’ dump of recent screencaps.
Stop by @ Firecat1311 on twitter for updates once a week (usually, but not always)
If you don’t mind me asking, how do you achieve that extra depth effect on things like the Pokémon cards or the Vampire Bite potion? Is it just masks or is it done in post, or something a bit fancier?
always happy 2 share!! i have 3 main methods of doing it
first is called raymarching, its what i use for a lot of my potions!! i think the best way i can explain it is its really similar to how 3d printing is done in that it renders layer by layer (e.g. with normal rendering you take a point and get the color at that point, raymarching gets that point, and then the point behind it, and the point behind that, and the point behind that etc etc and adds them all together or some )
this is what it looks like from the camera if you go step by step rather than all at once
and if you somehow magically view it from the side and not from the camera its basically doing something like this, but all at the same time
the color is solid in this one but with some tweaks you can make stuff like clouds or wispy potions!!
another method i use is parallax mapping, its basically taking a 2d texture but distorting it based on the “depth” at each point and how youre looking at it. both of the squares below use the same 2d texture but the one on the right is using parallax mapping based on the angle youre viewing it from to make it look 3d
if you know how parallax works in platformers and stuff then you already know how this works its the same exact concept but with a bit more flexibility. its a lot faster in terms of performance than raymarching since its literally just a 2d texture thats just distorted to look like its 3d. this is what i use for stuff like this!!
and the last thing i use is stencil shaders, where i actually use a full 3d model/whatever else i want but only make it visible when viewed through another 3d model that acts like a window. here mario can only be seen when hes in the circle. this is what i use for my pokemon cards!! (along with a bit of parallax mapping for the part of the card surrounding the “window”)
happy to clear anything up if anyone has any questions!!
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