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    #61
    Sir, you amaze me and inspire me to push my work and become as good as you (or better ).This is the quality I want for a game I'm developing in my spare time to really engage the player and like I said, REALLY INSPIRING and motivating. Nothing is out of hands reach, so long as you put forth the effort.
    Joseph C. - 3D Artist
    http://www.vertexhero.com/

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      #62
      So, it's time to give some more informations


      On performances :

      I have absolutely not optimize my scenes, the trees can have less poly, the lods can be tuned better, the quality settings are maxed ... in short, there is lot of room for improvement.
      On my i7-3770 / GTX970, in editor (1080p), I get around 30fps for the forest and mecha scenes and around 60fps for the snow scene.
      What is killing the performance the most is the sun shadows. On "epic" quality, it divide my framerate by two (this is why the snow scene run at 60fps).


      On the process :

      (I use the 4.7.0 Preview 8)
      I start by making some trees/plants in speedtree. I use trees from the store as a base, do some tweak untill I get something I like.
      I activate the distance fields feature in UE4 (Project Settings - Rendering - Generate Mesh Distance Fields), and import the trees.
      In the static mesh properties I check "Generate Distance Field as if TwoSided".
      For the leaves material, I use the new "Two Sided Foliage" shading model and plug the diffuse texture in the subsurface color slot.

      For the lighting, I use a movable sky and sun (no special thing here, I just change the min occlusion in the sky if the AO is too dark).

      Concerning the DFGI : It's a great feature but it's "the icing on the cake". I don't use it on the snow scene and it's barely noticable on the mecha scene. The main feature that give good result it's the DFAO.



      I totally forgot to say that the mecha scene was inspired by the awesome artist Simon Stålenhag

      UE4 - SpeedTree by kooooola, on Flickr



      (I hope it's understandable, my english is not very good.^^)
      ____________________________________________________________
      https://twitter.com/Koola_UE4

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        #63
        This looks rather fammiliar.

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          #64
          Thank you so much for sharing.
          Your picture perfect scenes are my biggest inspiration on creating in UE4. Looks like it's HDRI lit, but that isn't the case then?
          Looking forward to more from you.

          Comment


            #65
            Originally posted by koola View Post
            So, it's time to give some more informations
            (I hope it's understandable, my english is not very good.^^)
            Really appreciate the insights into your process, your work continues to astound and inspire me!

            And your english is just fine

            SINGMETOSLEEP / PARASOMNIA / DARKDRIFT / ETERNAL APEX / PRETTY ABRASIVE MUSIC / TWITTER @ACATALEPT

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              #66
              This is probably the best advertisement for Speedtree possible.

              Amazing work!

              Comment


                #67
                your work is amazing Koola
                Not only look real but also very emotion

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                  #68
                  DFAO does not shadow Landscape Actors correct?

                  Comment


                    #69
                    Originally posted by koola View Post
                    So, it's time to give some more informations


                    On performances :

                    I have absolutely not optimize my scenes, the trees can have less poly, the lods can be tuned better, the quality settings are maxed ... in short, there is lot of room for improvement.
                    On my i7-3770 / GTX970, in editor (1080p), I get around 30fps for the forest and mecha scenes and around 60fps for the snow scene.
                    What is killing the performance the most is the sun shadows. On "epic" quality, it divide my framerate by two (this is why the snow scene run at 60fps).


                    On the process :

                    (I use the 4.7.0 Preview 8)
                    I start by making some trees/plants in speedtree. I use trees from the store as a base, do some tweak untill I get something I like.
                    I activate the distance fields feature in UE4 (Project Settings - Rendering - Generate Mesh Distance Fields), and import the trees.
                    In the static mesh properties I check "Generate Distance Field as if TwoSided".
                    For the leaves material, I use the new "Two Sided Foliage" shading model and plug the diffuse texture in the subsurface color slot.

                    For the lighting, I use a movable sky and sun (no special thing here, I just change the min occlusion in the sky if the AO is too dark).

                    Concerning the DFGI : It's a great feature but it's "the icing on the cake". I don't use it on the snow scene and it's barely noticable on the mecha scene. The main feature that give good result it's the DFAO.



                    I totally forgot to say that the mecha scene was inspired by the awesome artist Simon Stålenhag

                    UE4 - SpeedTree by kooooola, on Flickr



                    (I hope it's understandable, my english is not very good.^^)
                    Totally reminded me about Simon's stuff! You managed to capture the same feeling.

                    Comment


                      #70
                      Found an article about your work Koola! Thought you might like to know

                      http://www.tweaktown.com/news/43710/...ous/index.html

                      P.S. I told them it was yours, since they didn't seem to mention it in the article.

                      Comment


                        #71
                        Man... This is great, you surprised us again (I didn't think it could be possible after the Archviz/Lighting thread). You really master the mood on all your scenes. You can see a lot of amazing visuals over there in this forum, but few of them have such a great atmosphere like yours.

                        Just a question. Do you use Temporal AA? Don't you have trouble getting foliage details with this method when they are moving (wind animations)? Disabling mipmaps on foliage textures helps with the sharpness when they are still, but when they are moving, it gets really ugly...
                        Guilherme Rabello Co-founder, Sureale
                        Artstation | Behance | Youtube | Instagram

                        Comment


                          #72
                          Inspiring as always Koola. You've proven on more than one occasion that the future of real-time rendering looks incredible and is not far away.
                          CTO Villusion Studios
                          Grad Student in Interactive Design and Game Development, SCAD
                          company site: http://www.villusionstudios.com/

                          Comment


                            #73
                            real time ? enable lpv? like this Web ? https://wiki.unrealengine.com/Light_...ion_Volumes_GI
                            I enable . it's right?

                            Comment


                              #74
                              Thanks a lot for all these precisions Koola !

                              Really have to dig more into Speedtree and UE4's foliage system, and no excuses now that the 4.7 release is out !

                              Super boulot en tout cas, chapeau bas !
                              Unreal Engine 4 Developers France Steam Group

                              Comment


                                #75
                                Koola, are you placing your trees by hand or using the foliage painting? I ask because instances placed by the foliage system aren't shadowed correctly as far as I can see. I have really strange artifacts as well with the DFAO. I presume this is because I'm using a landscape which is currently unsupported, but oddly it also shows up on static mesh actors and NOT foliage instances. Mostly just curious if you are using the foliage instancing and how you get around the shadowing problems.
                                Click image for larger version

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                                CTO Villusion Studios
                                Grad Student in Interactive Design and Game Development, SCAD
                                company site: http://www.villusionstudios.com/

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