Need ideas for improving lava rendering

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5 comments, last by speciesUnknown 12 years, 5 months ago
This is what users see when they first approach a lava pit,
lavaaaaaaa.png

n.b. how would I make an image which you can click to expand? ive seen the same thing in a few gdnet posts.

I need ideas for making the rendering of the lava more in fitting with the rest of the art style. The usual molten rock style wouldn't work in a non photorealistic game. I'm using SM3.0.

Any ideas welcome.
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Some sort of Voronoi type pattern with different shades of orange slowly fading between each other?
[TheUnbeliever]
Perhaps you might take inspiration from Darwinia's water rendering? The layering of a quite detailed texture over blocky pixels is quite visually pleasing.
darwinia_screen3.jpg

Tristam MacDonald. Ex-BigTech Software Engineer. Future farmer. [https://trist.am]

I agree with the Voronoi. If not for a scrolling Voronoi texture, at least some sort of subtle pattern to make it match the environment - that flatness is part of the visual difference.

The other part is the contrast. It's a very bright color and it's drawing too much attention; you can weaken the contrast by using a slightly darker orange. If possible, make it darker+redder along the edges, and brighter+yellower closer to the center.

I looked at darwinia specifically so that i could avoid being too similar, as I don't want to be labelled as a Darwinia ripoff; although the game is a vehicle shooter rather than a strategy. In particular I want to make my liquids look different, and im going to use a different style for trees.

Voroni is a great idea though. I've found some algorithms on wikipedia on how to make it. I'll give that a go and see how it looks when its done.
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One of the reasons I mentioned Darwinia is that I am fairly sure the detail texture they use on the water *is* generated using voronoi cells :)

Tristam MacDonald. Ex-BigTech Software Engineer. Future farmer. [https://trist.am]


One of the reasons I mentioned Darwinia is that I am fairly sure the detail texture they use on the water *is* generated using voronoi cells :)


The main way in which I've decided to differentiate myself from darwinia is that im not using flat shading, preferring a faux wireframe effect for buildings and units. I'll experiment with the effects of overlaying different geometric patterns to produce something partially random.
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