Announcement

Collapse
No announcement yet.

Striving for Photorealism in UE4

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • #31
    That mountain scene looks very much like I would imaging NyLeve crashsite (if you played original 1998 Unreal). Would love to see you developing this scene in that direction or sharing it on the market. Inspiring

    Comment


    • #32
      Originally posted by Galeon View Post
      Ground textures are too repetitive and lack unique details.
      OOoo.. Really ?

      Comment


      • #33
        Originally posted by brunogruber View Post
        This looks AMAZING. I completely disagree with the guy that says that the grass looks repetitive.
        Second that.

        Comment


        • #34
          wow this is great! I's also love to see a bit of breakdown for this
          https://barrylowndes.artstation.com/
          http://www.brokentotem.com/

          Comment


          • #35
            Gorgeous! Subscribed
            Linkedin | ArtStation | -SCIFI 'PROPS' PACK- | -SCIFI 'POPULATE' PACK- | Shooter Game Tutorial | StarDrop

            Comment


            • #36
              [MENTION=23106]EoinOBroin[/MENTION] The grass is in a transparent material true ?
              Hevedy - Image Tools: https://hevedy.itch.io/imagetools

              Comment


              • #37
                Originally posted by Alexander Paschall View Post
                These are really phenomenal! Keep up the great work and please keep us posted with anything new you're doing
                Thank you! Much appreciated


                Originally posted by brunogruber View Post
                This looks AMAZING. I completely disagree with the guy that says that the grass looks repetitive. There's grass exactly like that in natural, untouched, areas. Some kinds of grass just don't grow a lot. I work with this kind of thing everyday (similar, architectural rendering) and I know how hard it is to achieve realistic looking grass. This is a work of art, and I would love to see a breakdown on how you did it!
                Thank you so much! I will do a breakdown if people are interested, but really everything is super simple


                Originally posted by Tom Looman View Post
                Great work mate! How does it perform?
                Since my main goal of this series is to try and achieve photorealistic visuals, my scenes are not very optimised at all and could be hugely improved in terms of performance. Really I'm just trying to make nice looking scenes for now before moving on to my main game project that I have planned. With that said, I set a minimum goal of 30 FPS @ 1440p but both of the scenes shown so far run at 60+FPS.

                Originally posted by Millionviews View Post
                Heey, how did you that sand? Is it fine texturing? Is it planar projection? Triplaner projection?
                The sand is just a simple diffuse and normal map run through my landscape master material! I did increase the normal map intensity and layered with a detail normal map for some variation/detail.


                Originally posted by Hevedy View Post
                [MENTION=23106]EoinOBroin[/MENTION] The grass is in a transparent material true ?
                Yes! Using transparency allows for a softer look, but it causes depth issues and certain effects don't render correctly such as DOF. The masked version of the shader looks almost as nice, but being able to fade out the grass gives it a nicer, more natural looking finish- for my purposes translucency works fine! I'm working on making a shader that can match the visuals of the current translucent shader but use the usual masked method!


                I've been working on a new scene for the last few days having fun learning SpeedTree, will be posting shots soon!
                Last edited by EoinOBroin; 03-09-2016, 08:48 PM.
                ARTSTATION: https://www.artstation.com/artist/noisestorm

                Comment


                • #38
                  Wow I hope you release a playbale demo for it (and I hope it doesn't need the power of Kite Demo)

                  Comment


                  • #39
                    That gif looks fantastic. Awesome work dude!

                    Comment


                    • #40
                      Very nice work OP! I like it alot!

                      Comment


                      • #41
                        I would definitely second the vote for a breakdown of these materials. They look beautiful!

                        Comment


                        • #42
                          That's excellent

                          Comment


                          • #43
                            Looks awesome. I also vote for a breakdown of your materials. Keep up the amazing work.

                            Comment


                            • #44
                              Respect man! Really great work!!

                              Comment


                              • #45
                                Originally posted by Tom Looman View Post
                                Great work mate! How does it perform?
                                Same question please let us know how it performs

                                Comment

                                Working...
                                X