#Tips for making graphics that look like Lethal Company/Dust Front RTS

7 messages · Page 1 of 1 (latest)

dense granite
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I love the dirty look of these two games and want to copy take inspiration from them, but I don't really know where to start with visuals in Godot.

pls explain like I'm 5, I have no experience making graphics for games and thought this might make good practice.

low panther
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I've worked a little bit with blender and graphic design. I haven't worked that much into implementing these skills into godot, but I'm trying.

From what I can gather, the models have a similar design to other games like borderlands. Its almost like they are painted on, and outlined by a pen.
They make good use of the color brown, as it highlights the other colors in the scene such as green and red.
The scene also fades into a fog/haze with distance.

What I can recommend is looking into shaders with blender, particularly one called a Toon Shader:
https://www.youtube.com/watch?v=bViS42E8Y4M

After getting familiar, move on to applying that to objects in Godot. I found this video that might help, however its from Godot 3.
https://www.youtube.com/watch?v=1duRtTEc2SU

From there, I think its about adding the actual texture art to the models. For me, that means getting comfortable with UV Maps. Here is a video explaining the process for Blender
https://www.youtube.com/watch?v=iwWoXMWzC_c

How to get this particular grundgy/dirt texture, that depends on the brush you have. You can download a ton of them online, and Id recommend finding something earthy or concrete. https://www.artstation.com/marketplace/game-dev/brushes
But one thing that's for sure, is that you are going to choose a shade of brown, and use it for almost everything in your models. So remember that color code (ie black = #000000 and white = #FFFFFF). Maybe something like #967969.

From there I believe the lights and haze you add to the scene will make the difference. Anything that isn't brown will stand out, and make the players bee line towards it. I think this will probably be the easiest part, but I could be wrong. Heres another video:
https://www.youtube.com/watch?v=ogtDKlTnnqo

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Learn to turn a Regular shader to a Toon shader in this Blender beginner tutorial...

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atomic wigeon
# dense granite I love the dirty look of these two games and want to ~~copy~~ take inspiration f...

Acerola has a great graphics deconstruction of Lethal Company, it's basically the high-end graphics rendered at a fixed resolution, posterized, depth outlined, sharpened, then scaled up (all effects are just applied on top of the "clean" 3D render). Lethal Company has low-poly models and that other game looks like it has more than 10 per model, so you could definitely easily combine the two graphical styles

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Lethal Company has some very compelling visuals, but how much of it did the developer make themselves? And how does it all come together?

Topics covered: Frame capturing, fixed resolution rendering, edge detection, posterization, ...

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So, the problem right now is that the old way to do post processing, if you wanted access to the depth texture, was to create a piece of geometry that covered the whole screen really close to the camera which is very janky and didn't work well 100% of the time. The Compositor is technically the correct way to add these post processing effects, but it's complicated, requires you to interact with the RenderingDevice a lot, has a lot of boilerplate, and also requires you to write compute shaders instead of fragment shaders.

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Most shaders online will be made for the old method, since the compositor is new to 4.3

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I tried using it once, but I wasn't following the tutorial exactly and so it didn't work (I was trying to do it from a file instead of in a little text input in the Resource itself)

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Anyway if you do choose to use the Compositor, good luck gdsalute