UI/UX Artist: Oy Those Bloomin' Bloom Settings

Hi all. This is your UI/UX Artist Paul here continuing the ongoing progress of the various Screen uplifting.

UI/UX Artist: Oy Those Bloomin' Bloom Settings

The above image shows one of the primary stumbling blocks that I've encountered is that the game engine's bloom function is, to put it a certain way, overly eager? If color levels are above a certain threshold, the graphic holding them will have bloom applied it it. This creates a complication when you use white as a kind of subtractive platform to create a glassy texture that can be recolored easily as needed.

UI/UX Artist: Oy Those Bloomin' Bloom Settings

With a little bit of tinkering I was able to deduce that switching the color mode from RGB to HSL for the glassy white texture and setting the white to a very light shade of gray solved most of the bloom issue, but as you can seeĀ a little bit of erroneous bloom still happened. This seemed to result from the overlapping layers of off-white elements.

UI/UX Artist: Oy Those Bloomin' Bloom Settings

Further toning down of white layers solved the glassy window bloom.

UI/UX Artist: Oy Those Bloomin' Bloom Settings

What I've learned from the Factory Screen overhaul project, I can apply to other screens! Above is the concurrent model of the Asset Screen, from the "gradiented colored outline" and "heavy scan lines" days.

UI/UX Artist: Oy Those Bloomin' Bloom Settings

Here is the same collection of windows redone in the glassy window & thin white outline aesthetic.

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