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    congrats on the gamespot article, its probably nearly the best advertisment for ue4 you can get, after all the hype of how real Star Wars Battlefront looks then there's this
    https://play.google.com/store/apps/d...m.CrazyRagdoll
    https://play.google.com/store/apps/d...sm.zombieultra
    https://play.google.com/store/apps/d...sm.cubecrawler
    https://play.google.com/store/apps/d...pspasm.turrets

    Comment


      Originally posted by koola View Post
      Wow !!!! Oo
      Thank you all !!!

      It really took ridiculous proportions


      Here's a small "breakdown" image that show how I made the grounds in the last scenes.




      For the rendering part, well, I don't really know what to say.

      The setup is really basic :

      - atmospheric fog : default parameters (with colors change according to the mood)
      - exponential height fog : default parameters
      - movable directional light : default parameters with different value for intensity and temperature according to the mood
      - movable skylight : I just change the sky distance threshold to 1 and uncheck the low hemisphere is black (so I get some fake "bounce light" from the ground)
      - postprocess volume : I use the new tonemapper (r.TonemapperFilm 1) and make some color correction with the new "color grading" section of the post process volume (no lut this time)
      - camera : I use the awesome new "circleDOF"

      And that's all, no lightmap, no dfao/gi, no lpv. With a very simple scene you don't really need this, but more complexe your scene is more you need this kind of stuff (especially good sky occlusion for exterior).
      You should put that Substance on GumRoad or something

      Would sell like crazy I guess. At least I would buy it
      --------------------------------------------------------
      [New On Marketplace] Custom Character Creator
      --------------------------------------------------------
      [Marketplace]Multiplayer Melee Combat System - Animated Crossbow
      --------------------------------------------------------

      Comment


        Looks amazing. I take it most of this is unrealistic to be live rendered (in a game) at this point on current hardware. How far do you think you could push it when designing a level for a (small) game?

        Comment


          Koola, these graphics look treat, you're the god of UE4
          But there's a question: why do you do all this stuff? Planning to create a game/demo or..?

          Comment


            Originally posted by fpsi View Post
            Looks amazing. I take it most of this is unrealistic to be live rendered (in a game) at this point on current hardware. How far do you think you could push it when designing a level for a (small) game?
            Unless I'm missing something, the only unusual part of this demo tech-wise is the heavy use of tessellation, and as you can see if you go back a page, with a bit of optimisation he got it running at over 100 fps on his 970. He just designed a really good material in Substance Designer, set up his fog, exposure, and lighting right, and does some post-processing to make everything "pop". The post-processing should not be underestimated. Colour grading is what makes a film look "cinematic" compared to amateur footage, much more so than the frame rate.

            I'm guessing the reason full games don't look this good is mostly a matter of time and skill.
            Last edited by mag.py; 07-03-2015, 04:38 PM.

            Comment


              Words are hard to find in order to describe your work man.
              Song of Horror's official website
              Song of Horror Facebook , Twitter and YouTube
              Check us out on our Forum thread too!

              Comment


                I would not have known about your work if It wasn't for the 9gag's post (https://www.facebook.com/9gag/posts/10153715214681840) yesterday, then i tried to track you down from youtube videos and articles written by every game magazines (everyeye, gamespot etc)... your work is amazing... i just started to learn the basics, but you inspired me to do more

                Comment


                  Amazing work.

                  Does Unreal Engine 4.8 has ability to compile a scene into an exe so it could be downloadable to play around it?

                  If not, maybe this will come in Unreal Engine 5 (FIVE)?

                  Comment


                    Hey Koola! ^^

                    Speaking of tessellation, got you a real nice reference. What do you think about creating this scene (or similar) in engine?
                    If you have time, could you give it a go? :P

                    Click image for larger version

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                    Comment


                      Originally posted by DErss View Post
                      Amazing work.

                      Does Unreal Engine 4.8 has ability to compile a scene into an exe so it could be downloadable to play around it?

                      If not, maybe this will come in Unreal Engine 5 (FIVE)?
                      Are you new to game engines dear ? Obviously it has.
                      DayNight Cycle - https://www.unrealengine.com/marketplace/daynight-cycle
                      Jigsaw Puzzle Template - https://www.unrealengine.com/marketp...uzzle-template
                      Post Process Blendables Volume 1 - https://www.unrealengine.com/marketp...ndables-volume
                      MSSQL Integration for UE4 - https://www.unrealengine.com/marketp...ql-integration
                      Radar System with Minimap - https://www.unrealengine.com/marketp...m-with-minimap

                      Comment


                        @ Koola, I'm just wondering have you tried the POM shader from RyanB instead of the standard tessellation in UE4 ?
                        I think you should get more FPS since POM is not so performance hungry than tessellation...

                        Comment


                          Originally posted by DErss View Post
                          Amazing work.
                          Does Unreal Engine 4.8 has ability to compile a scene into an exe so it could be downloadable to play around it?
                          I suggest you follow Koola's youtube channel, he posted an ingame vid a few days ago


                          Amazing work as usual Koola, keep up the great work!

                          Comment


                            Hey guyz !


                            DimikYoo

                            But there's a question: why do you do all this stuff? Planning to create a game/demo or..?

                            Why I'm doing this ? The main reason is ... because I love doing this .
                            I do these scenes as a hobby and to learn the use of different techiques/softwares. You can see this as "artworks with a real time engine".

                            This is very very different than a complete archviz project or a real game environement, they both have a lots of constraints that I absolutly not take into account. The only one that I set to myself is that the scene must run at 1080p30 on my rig most of the time.

                            I keep my scenes really simple, like that I can focus on what I really like to do (the "rendering" part).


                            DErss

                            Does Unreal Engine 4.8 has ability to compile a scene into an exe so it could be downloadable to play around it?


                            Of course you can do this.
                            So why I don't do it ? Because all my scenes are "test scene", they are reaaaaallly messy, with a lot of useless stuffs, and they are always changing. For exemple, the beach scene has become the volcano scene and now the volcano scene is a grass field . I always do a lot of iterations on the same scene.


                            Adik

                            @ Koola, I'm just wondering have you tried the POM shader from RyanB instead of the standard tessellation in UE4 ?

                            Nope, But it looks really cool. I wonder if the performances are good.


                            Lostra

                            Speaking of tessellation, got you a real nice reference. What do you think about creating this scene (or similar) in engine?
                            If you have time, could you give it a go? :P


                            I already tried something like that ... This was a fail
                            ____________________________________________________________
                            https://twitter.com/Koola_UE4

                            Comment


                              Originally posted by koola View Post


                              Lostra

                              Speaking of tessellation, got you a real nice reference. What do you think about creating this scene (or similar) in engine?
                              If you have time, could you give it a go? :P


                              I already tried something like that ... This was a fail
                              What was exactly the failing point in the setup? The snow or the crystals itself? Also wich aspect of them?

                              Comment


                                Originally posted by sameek4 View Post
                                Are you new to game engines dear ? Obviously it has.
                                I am hinting on matter if it is possible to have some of Koola's demos as "exe" so people could download it and run on their PCs with AMD/Nvidia cards.

                                EDIT:

                                Originally posted by koola
                                Of course you can do this.
                                So why I don't do it ? Because all my scenes are "test scene", they are reaaaaallly messy, with a lot of useless stuffs, and they are always changing. For exemple, the beach scene has become the volcano scene and now the volcano scene is a grass field . I always do a lot of iterations on the same scene.
                                Ah, I see; if it is too messy then maybe there is no sense in doing it.

                                Originally posted by koola
                                I already tried something like that ... This was a fail
                                Do you expect maybe Unreal Engine 4.9 or later versions to have new technologies/methods that would make this sunshine snowy ice thing work? What is lacking still? Obviously, RenderMan-like ray-tracing would do the trick, but there have to be lighter approximation methods to deal with such scenery, and Unreal Engine in general is mostly good at that, so we can expect something coming in this regard.
                                Last edited by DErss; 07-07-2015, 05:57 AM.

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