Rise from your grave!
Here’s a little teaser on our room environment! We’ll post another one tomorrow.
Rise from your grave!
Here’s a little teaser on our room environment! We’ll post another one tomorrow.
This quick update may look simple, but it was so satisfying to finally implement it right, it had to be posted.
Instead of that ugly glitchy polygon offset from a duplicated mesh, and more like a cell shaded effect, we’re now finally using a proper shader to neatly highlight objects, even through walls. It’ll look even prettier with AA and a little bloom.
Also, the old way would make it way harder to animate highlighted objects.
Before: “cell shading”, broken outlines, glitches, occluded.
After: clean, neat, not occluded by other objects.
#notdead
Ok guys, back to work, new updates!