Introduction
Hello, IndieDB community!
Welcome to our fifteenth game dev article of “Unseen Value”. Today we will show you some shader experiences we made with the objects.
Shader Variations
Per our last post, we discussed the light and shadow colour modulation that is very difficult to make in Unreal Engine 5. To do it, we would need to use an unofficial branch of Unreal Engine.
We had to scrap that idea, instead, we focused on giving some highlights to the object. We decided to make the background and table similar to painted illustrations and make the object cell-shaded.
Image 1: Object cell shaded
However, we were not satisfied with the result. The object looked too flat and the volume was lost.
To combat this we decided to add an outline
Image 2: Object outline
Image 3: Object shiny outline
But still, we were not happy with the results. The object still looked flat and lifeless.
So, we took away the cell shading and decided to try the normal light with a thin outline.
Image 4: Object with normal light
Image 5: Object with normal light and thin outline
We will continue working on the shader and the other objects but in the meantime, we prefer the objects with normal light and a very thin outline. The colours become more normalized and the objects gain a certain life with the changing outlines.
Next week we will talk about the object modelling of "Unseen Value".
Until then:
Have a nice week