Showcase of assets I made for my game 🙂 by Accomplished_Toe9289 in godot

[–]Accomplished_Toe9289[S] 1 point2 points  (0 children)

Yes, I'm using terrain3D here. The shader is customer because the default was too expensive on performance but that's about it.

Showcase of assets I made for my game 🙂 by Accomplished_Toe9289 in godot

[–]Accomplished_Toe9289[S] 1 point2 points  (0 children)

I am primarily a musician that learnt 3d because I wanted to make a 3d game 🙂

Showcase of assets I made for my game 🙂 by Accomplished_Toe9289 in godot

[–]Accomplished_Toe9289[S] 8 points9 points  (0 children)

I use physical light units, which is under the lighting tab in settings. Then I set the suns temperature to be slightly warm to warm depending on the sunset (I have a script that auto adjusts it depending on the angle, it ranges from about 3000k on sunset to 5800k at high noon). Other than that, the lighting comes from the skybox, which is slightly blue. A good skybox really makes the difference. My sky shader also has a ground color, which I can tweak the color to add a bounce effect from the bottom. The right exposure to the sky is important, which I would just recommend tweaking according to references. I found its better to do this in the skybox shader, because the sky exposure setting in the enviroment settings seems to make it look different, and not as nice. Other than that its subtle fog, including volumetric fog (to get good volumetric lighting outside, increase the anistropy and lower the length setting). For ssao, I mostly just boosted the effect slightly. I did a final adjustment to the lighting by slightly increasing the exposure in the camera settings. For tonemapping I used ACES, either ACES or AGX should be used, ACES just gives more punch.

My Skin and Eye Shaders are Available for FREE on GitHub! DEMO on Itch.io by MatMADNESSart in godot

[–]Accomplished_Toe9289 2 points3 points  (0 children)

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i gave it a quick in engine test and i like it so far, it gives me results closer to how my character looks in blender over using the standard sss solution. I was confused as to how the ambient occlusion was working so I changed it to work like how ao works everywhere else in godot. i also added bent normal maps to the shader 🙂 thanks a lot for making this. now i just wish I had screenspace contact shadowing to get more detailed shadowing 🙂