![]() I will work really hard to push my tool as far as it will go but the primary benefit of my tech is that it's all generated in code and therefore allows for limitless combinations and variations of planets. Of course there are many tools available to 'pre-generate' planetary textures and normal maps and these will have a headstart in terms of resolution and graphical quality. I suppose for an apples-to-apples comparison, I could turn off the clouds, but you get the idea. In the real game, I wouldn't use the exact same clouds like that for every planet of course! ![]() If you can get to that higher quality level, I'd say you could charge quite a bit more for it! That plug-in can generate bump maps for terrain, specular maps for oceans vs land, and even city lights for populated planets (visible on the dark half). I've done some tests with generating textures from that and using the Space Graphics Toolkit planet shaders, and until you can at least get to that level of quality (which still isn't exactly AAA quality, especially as you get close to the planets), I would have to wait and see. One of the worst kept secrets in this area is the LunarCell Photoshop plug-in from I think six years ago. It's going to be a challenge, since you're going up against some tools that have been out for a while. PS: I'll be adding better images and logos to the asset store soon.Ĭlick to expand.Yeah, until the quality ramps up quite a bit, I can't see using that even in my hobby game at any price. You can always dynamically add the script as well if you wish.Īnyway, thanks for reading/viewing/becoming interested, and please, please provide me with some feedback, any features you'd like to see are more than welcome, please check the listed upcoming features list first. The package works by adding a single script to any consistent gameObject on the scene. You can see recent updates to the package above, planned updates are listed below: I'm committed to upgrading this package slowly over the coming weeks/months. This is my first asset for the store and I would really appreciate some feedback towards it, including the price.too little, too much? All the code is open source, shaders and all, so I currently feel like $25 is a reasonable target. Update: Added gas giant to default planet types and improved atmospheric lighting. Update: Integrated the cloud shader into the main planet shader. As usual, the web-player demo is constantly up to date. Update: Added a C# script version and some editor gradients to create custom coloured planets.
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