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Xon Episode Two [android]

Discussion in 'Made With Unity' started by imagoFX, Sep 3, 2014.

  1. imagoFX

    imagoFX

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    81
    FuzzyQuills and twitchfactor like this.
  2. FuzzyQuills

    FuzzyQuills

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    Wait, did you just say this is an ANDROID game?!

    How well does it run? it looks amazing!
     
  3. imagoFX

    imagoFX

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    Yep, it runs on android and it runs smoothly!
    There are no dynamic lights and the shaders are simple.
     
  4. FuzzyQuills

    FuzzyQuills

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    @imagoFX: You sir, are a KING at shader black magic! :D ;) :eek: :)

    Maybe a nice tutorial thread on how to do this? My game atm is pretty well optimized, as I wrote the lighting code myself, but the fact you mamage to use a SIMPLE shader... It is time for all of us to spill our secrets! Agreed? :)
     
  5. zDemonhunter99

    zDemonhunter99

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    Looks like you have already made a tidy bit of money. :)
    Good job on the great visuals!
     
  6. imagoFX

    imagoFX

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    Agreed! But there are no secrets here. Almost all of the materials use the simplest texture + light map shader or texture + lightmap + cube reflection. Lightmap baking was done in 3DSmax (rendered with Vray engine) and includes AO and normal maps - all in the same texture. If you have any specific question feel free to ask...
     
  7. FuzzyQuills

    FuzzyQuills

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    @imagoFX: well, how do you handle dynamic objects? Static lighting is the obvious bit, but dynamic objects with this baked lighting? hmm... :D
     
  8. imagoFX

    imagoFX

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    Most of the dynamic objects keep their lightmap even if they move and visually there is no problem (mainly elevators). On some rotatable objects I fade the lightmap to a new one and it looks good. For example:

    Look at 25:50 - the first rotating pipe.
    On some cases reflections helps 'blending' the object with the environment like the red and blue orbs in the pipe section.
     
  9. FuzzyQuills

    FuzzyQuills

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    Huh, that's a nice alternative to light probes! I am actually starting on my own light probe system, that uses cubemaps to 1) change directional/point/spot light intensity and 2) doing such a system gives me pseudo-GI effect as cubemap probes capture everything around them.

    Again, interesting approach! :)