#Fly through of a scene from our game

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visual cape
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This scene is based on Lugo Cathedral in Spain and is a somewhat accurate recreation of the real location. I'm doing all of the art myself from scratch to try and create a truly unique experience (which means its a stupid amount of work and probably won't be finished any time soon).

The latest thing I've been wrestling with is lighting, both in terms of design and implementation. The scene is lit with a bunch of static lights and nearly 30 diffuse probe and reflection probe volumes. I also have a global skylight IBL, a weak directional light for the moon, the stars gem, and a large sphere with an alpha texture for the clouds. It also has bloom, SSAO, deferred fog and some HDR color grading.

This is a large scene with a bunch of lights but performance in the editor is not an issue as long as all diffuse probes are set to baked (I also have a 3090ti).

My main concern so far with creating such a large scene like this is a lack of a built in lightmapper. Diffuse probes and reflection probes give a big boost to lighting quality, but they don't include shadows which forced me to rely on the realtime shadows of light sources and some AO. I'm considering baking lightmaps in blender, but that would require a well thought out workflow for importing/exporting lights between blender and o3de, AND precise light values. If anyone has done this before I'd appreciate some tips

Our game still doesn't have a name yet but it's multiplayer and we're working on getting a demo out to do a public playtest of our kinda weird gameplay concept.

https://bsky.app/profile/skleembof.bsky.social/post/3mh2nsdd2a22l

Quick fly thru for our unnamed game. A LOT of work left but its starting to come together. Rendered in O3DE

Located in the Galicia area of Spain, Lugo Cathedral was built ~1273 and is surrounded by well preserved Roman defensive walls (c. 276)
#screenshotsaturday #indiedev #gamedev #o3de #blender

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dense mortar
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Looks super good!

visual cape