A demonstration of the early blood effects inside of Overgrowth’s Phoenix Engine.
Last week I mentioned how in David’s free time he often does mini-projects. In addition to making his procedural animation system, David also decided to explore some initial blood effect work. David has said that we wants the violence in Overgrowth to be so realistic that the player will feel bad for drawing blood. His words sound a lot more poignant after watching this:
David created a special kind of texturing effect that could actually render onto itself to create a kind of dripping effect based on the acceleration of gravity versus David’s model of the blood’s cohesion and adhesion to surface. You can see that the blood has decent lighting but doesn’t seem to adhere to the normals of the surface it has been splattered on. His revised blood work can be seen here:
These new lighting effects are frighteningly realistic. David will probably want to refine the effects more to make sure that they are not too resource intensive. However, this is an amazing hint at what players can expect in terms of the realism of Overgrowth combat. For more Overgrowth development news, check out the Wolfire Blog.
Is that a pun on ’drawing blood’?
Oh and that blood video is what I believe I would term as ’gross’ heh. Well done! Though admittedly, I’m starting to worry about David’s hobbies...