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Vanishing Point (Not the '97 remake!)

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    Vanishing Point (Not the '97 remake!)

    Hello there!

    I've been working on this for a while now, and since i finally have something worth showing i decided to drag you all along in this journey of mine. It is probably going to end up being a cinematic sequence and i'll also try to turn it into a driveable car in the future. I may even release it to public if i can manage that so that you can be the Kowalski of your dreams!

    It is about 400k poly's now(the interior still needs a ton of work). I used DBuffer decals for the Challenger logo(DBuffer decals rock!) because it wasnt the sane thing to do to model it and the texture resolution of the body wouldnt give the quality. Tail lights are SSS materials. They look beautiful with tube lights in them but the performance goes down the hill with 3 lights sitting next to each other. :\ So i'll turn it into translucent emissive material i think. And yeah, the environment looks emptier than a desert should be for now.


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    That's it for now!
    Last edited by Jacky; 05-01-2014, 12:59 PM.
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    #2
    Originally posted by Jacky View Post
    Hello there!

    I've been working on this for a while now, and since i finally have something worth showing i decided to drag you all along in this journey of mine. It is probably going to end up being a cinematic sequence and i'll also try to turn it into a driveable car in the future. I may even release it to public if i can manage that so that you can be the Kowalski of your dreams!

    It is about 400k poly's now(the interior still needs a ton of work). I used DBuffer decals for the Challenger logo(DBuffer decals rock!) because it wasnt the sane thing to do to model it and the texture resolution of the body wouldnt give the quality. Tail lights are SSS materials. They look beautiful with tube lights in them but the performance goes down the hill with 3 lights sitting next to each other. :\ So i'll turn it into translucent emissive material i think. And yeah, the environment looks emptier than a desert should be for now.


    [ATTACH=CONFIG]1476[/ATTACH]

    [ATTACH=CONFIG]1477[/ATTACH]

    [ATTACH=CONFIG]1478[/ATTACH]

    [ATTACH=CONFIG]1479[/ATTACH]

    That's it for now!
    Awesome!

    Do you have the Pistol shift in the interior
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      #3
      Originally posted by Rasped View Post
      Do you have the Pistol shift in the interior
      Not yet, but i definitely will soon.
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        #4
        Pretty impressive. Looking forward to the final composition. =)


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          #5
          make a vid of the interior and the overall of whatever you have, everyone likes vids
          Game Artist

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            #6
            Originally posted by AzamKhan View Post
            make a vid of the interior and the overall of whatever you have, everyone likes vids
            Not yet. I'm still playing with lighting. First i had started with LPV, but currently LPV causes the editor to crash if an object in the level has multi/sub materials and one of those materials is translucent or additive. So i had gone back to normal dynamic lighting. But skylight or ambient cubemap didnt satisfy me. As you can see in the first post everything gets too bright(especially the interior gets brighter than it should be), and if i go too low with skylight intensity then metallic parts in the shadows get too dark. So, i detached all the transparent parts of the car and put them together in the BP and here's the current result:

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            I'm not a huge fan of the highlight across the bottom edge but i can live with it(i may even change the light's angle a little bit to reduce that light bounce in the middle) and the interior lighting is a lot better this way.
            Last edited by Jacky; 05-01-2014, 01:01 PM.
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              #7
              Roads...

              Road test with landscape splines, and here's why Epic don't need to spend more time on a road tool for now;

              Click image for larger version

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                #8
                best road that I have ever seen in the UE4

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                  #9
                  Originally posted by fighter5347 View Post
                  best road that I have ever seen in the UE4
                  Same!

                  that's an awesome road Jacky!

                  And I love the car being red now!

                  When's the cinematic coming?!

                  (and what's a DBuffer Decal vs a regular Decal?)

                  Rama
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                    #10
                    Originally posted by Jacky View Post
                    It is probably going to end up being a cinematic sequence
                    looks awesome as always jacky, if you do make a cinematic will it have the splat at the end?

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                      #11
                      Thanks guys!

                      Rama, you can hear a better explanation of Dbuffer decals here: http://youtu.be/oI53KfRKkjs?t=28m20s

                      And how to enable them;

                      DBuffer:

                      To use the feature enabled put this into consolevariables.ini and [re]start the engine (or [SystemSettings] in your project ini):

                      r.EarlyZPassMovable=1
                      r.EarlyZPass=2
                      r.DBuffer=1

                      You need to change the material to use one of the DBuffer DecalBlendModes (open the details on the final block).
                      If you want some materials to not receive DBuffer decals you can specify that in the DecalResponse (same location).
                      They are more useful for static lighting but they also have more blend modes so i enabled them. I dont mind the performance for this anyway, and their performance cost isn't anything drastic considering i have 4 decals on the car for now.

                      The car is going to be white again in the end, btw, but i wanted to go for a change this time. I'll make a rainbow paint for you when it is finished though!

                      @Smokey, which splat do you mean?
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                        #12
                        Originally posted by Jacky View Post
                        @Smokey, which splat do you mean?


                        this splat (1m50s), would look epic

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                          #13
                          Ahh...man, you are rude! Kowalski isn't even here yet and you're thinking about killing him? Nah, i'm not going to kill him. And even if i wanted to recreate that scene the only thing i have to block the road is the Flying Scotsman right now..lol
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                            #14
                            Looks great! And I'm not just saying that because a challenger is one of my favorite cars.

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                              #15
                              Cheers, TJ! Hope i can make it as awesome as it is in real life in the end.
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