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  • replied
    @ 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...

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  • replied
    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.

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  • replied
    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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  • replied
    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)?

    Leave a comment:


  • replied
    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

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  • replied
    Words are hard to find in order to describe your work man.

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  • replied
    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.

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  • replied
    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..?

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  • replied
    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?

    Leave a comment:


  • replied
    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

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  • replied
    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

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  • replied
    Originally posted by Havoc View Post
    Take a look at his other work, or his example from the Marketplace. Often times he uses soft bounce lighting, similar to what a photographer would use in a studio.
    oh i just download his example on market, and he use a white plane to get indirect light, i tried and it work lot better !

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  • replied
    Originally posted by dangngo View Post
    how did u get that lighting, i have a similar scene working on and the lighting at the door really bright (like high exposure), any tip for me
    Take a look at his other work, or his example from the Marketplace. Often times he uses soft bounce lighting, similar to what a photographer would use in a studio.

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  • replied
    Thanks for all your updates and tips, Koola. This thread is like the best part of my day every day.

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  • replied
    Originally posted by koola View Post
    Hi !

    I just start to test substance designer and it's really cool.
    Here's my first result. I use 3 materials (and a dirt mask) blended in a vertex paint shader (one material for all the scene ... execpt the decals for the graffitis).

    UE4 Substance designer / vertex paint test by kooooola, on Flickr
    how did u get that lighting, i have a similar scene working on and the lighting at the door really bright (like high exposure), any tip for me

    Leave a comment:

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