Another weekend foray into making 3D scenes in Godot 3.x, this time exploring space!
This idea had a strange start, as originally I was just toying around with a tube generator (that follows a bezier curve and updates in the editor), then noticed the interior of the tube looked cool. This got me thinking about wormholes/hyperspace which got me thinking about space in general. The next thing I knew the tube generator had been dropped and I started smashing through another 'short clip'.
The atmospheric scattering with the ocean shader was particularly finicky (both can be found with some google-fu) and took a fair amount of tinkering to get it to look 'right'(ish). The planet/terrain however definitely does not, and the clouds could do with some work too.
Scale was an interesting issue throughout, and I imagine this is a common issue when developing space games (floating point limitations etc.). I definitely need to look more into camera perspectives/planet scale if I revisit this.
Finally lighting for this one was particularly painful, made worse by compression. I still feel like the exposure/contrast is wrong, but as with previous short clips I try to force myself to just produce 'something' in a weekend, which is a good way to not rabbit hole.
Anywho thanks, comment/like/subscribe etc!
Beau
#gamedev #madewithgodot #space
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Credit where it's due:
Aurora by Scott Buckley | / scottbuckley
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Attribution 4.0 International (CC BY 4.0)
creativecommon...
Ship was a freebie on Turbosquid which didn't ask for attribution/didn't record the link. Google-fu will find it.
Godot Engine Logo Copyright (c) 2017 Andrea Calabró
This work is licensed under a Creative Commons Attribution 4.0 International License (CC-BY-4.0 International) creativecommon....
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