In Little Bug I rely heavily on realtime volumetric lighting, pitch black shadows/fog, bloom, vignette, edge blurring, chromatic aberration, color grading and ambient occlusion. All of these effects have been tweaked to death to achieve the atmosphere of the game, but what would Little Bug look like with out all that dramatic lighting and post processing? Let’s take a look!
(above) Ghost Town with lighting and post processing.
(above) Ghost Town with geometry only.
(above) Joshua Trees with lighting and post processing.
(above) Joshua Trees with geometry only.
Pretty amazing to see the difference! Notice the moon and stars. Without the bloom, they practically disappear into the sky. Since the moonlight is emitting directly at the camera, we lose a lot of mesh detail in the shadows it casts, so in each scene, it’s a real challenge to angle rocks, trees and details so that they are visible. On days when I do lots of environment implementation, my wrist hurts just from angling geometry, but I think it’s been worth it so far. In case you haven’t heard about our public discord server, here’s the link . I’m on there pretty much everyday. Come by and say hi!
2 comments