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Thread: Elium - Prison Escape

  1. #41
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    Danger awaits.

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    Developer of Elium - Prison Escape

  2. #42
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    UE4 Render of the main character
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  3. #43
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    Looks pretty good, though I might have expected a little more subsurface scattering, especially on his nose. Is the rim lighting actually the result of yellow and blue lights in opposite directions? (I assume it is because of the fog color.) Or is that built into the material? (I think it might be a good idea to build it into the material because it would be a pain to design the whole game with dramatic lighting in every location.)

    How does he look in UDK? You're not switching now are you?
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  4. #44
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    Doubt he will swith,but +1 for a udk dx11 subsurface scaterring comparison

  5. #45
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    Looks good. I would just suggest that the starting point of the pottery projectile be up and to the right from the camera.
    Check out Himeko Sutori, the upcoming tactical RPG where you control armies of over 100 unique characters.

  6. #46
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    @Nathaniel3W there's quite some SSS but somehow the angle of the light killed it in this shot (but I'll make more)
    the rim lighting is the result for the lights, yes. and the fog is the same lights affecting the (new) volumetric fog. none of this is built into the material because this is just a poster / promo shot (the game itself has its own lighting setup in a much more regular fashion, as it needs to be more predictable than dramatic because lights and shadows are used for stealth)

    In UDK he looks more standard as well. the pseudo-SSS I made in UDK is much less correct and less soft-looking, and again the lighting is just gameplay scenery lighting.
    aside from that the shaders are similar (I have my own pseudo-PBR implementation in UDK), and the material setup is basically the same (diffuse + normal + spec + detail textures).
    I could quickly do a similar scene with the same lighting in UDK, but I will not spend time setting up a DX11 material for it. That means if I make a comparison shot it would be with my pseudo-SSS and without tessellation

    and no I'm not switching to UE4, I just decided to use it for promo shots
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  7. #47
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    I want a demo now
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  8. #48
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    Excellent for a promo shot, Chosker.
    @Snipe34 Please try to stay focused. TKBS

  9. #49
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    due to popular demand (yeah, 2 guys asking for the same thing is "popular" in this forum ), here's the comparison shot

    of course it can never be 1:1 because so many things are different:
    - all the lights are placed with the same location+rotation+color, but I had to tweak them to make up for the extreme difference caused by UE4 lights' inverse squared falloff. I got close but some proved too tricky to match (specially the orange light in the neck area and forehead).
    - the materials don't match completely, especially noticeable in the shirt's detail normalmap.
    - the hair and beard are masked with TemporalAA in UE4, while in UDK they are translucent. this explains the big difference in the shading across the 2 engines, and most noticeably the lack of self-shadowing in hair and beard in UDK
    - I was using the new volumetric fog in UE4 4.16 to make the colored haze/fog effect. in UDK I had to get creative to get the same effect in-engine.
    - both the UE4 and the UDK screenshots are taken in-engine with no retouching.



    so, now the UDK version:

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  10. #50
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    Some apparent differences UDK / UE4. I prefer the UDK ('retro' lol) look in the pics but I think the overall UE4 look would be more realistic.

    I was having translucency problems with the Reichstag dome(backdrop only), it's either barely invisible or starkly visible so I'm seeing what you mean with the hair - can't do anything with it XD
    @Snipe34 Please try to stay focused. TKBS

  11. #51
    0
    Satisfied

    It shoud probably be possible to squeeze a litle more with the hair in udk.
    http://polycount.com/discussion/115127/bioware-challenge-mass-effect-wip-udk

    But i think the polycount thread is using some heavy geometry for this.The same as that samarithan dude from the e3 demo.

  12. #52
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    Champion
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    barely any difference really, and once he is a little character running round on the screen those differences will not be noticeable
    well done

  13. #53
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    Both looks very similar, reminds to me to the old comparatives PS3 vs Xbox 360, where it was dificult to see the differences (in some games).

  14. #54
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    here's another UE4 render. this one has a more direct lighting which better highlights the SSS
    I'm not very satisfied with the hair and beard shading but it'll do

    no UDK comparison this time though


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  15. #55
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    Im not sure if its too late to say this,but i find his beard to be incredibly smooth(close to hair)and clean.The ark it perfoms in the mustache area is just too perect.Maybe mess up the way it flows, and more curly and random volume ?

    https://s-media-cache-ak0.pinimg.com/736x/d8/27/e1/d827e1a6a92a4016ea7a3f4dc18ea885.jpg
    https://static.wixstatic.com/media/b5ce4f_6e4c46d0b05949119d036dde99436f56~mv2.jpg

  16. #56
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    the beard looks smoother because the beard hairs are thinner compared to the scalp hair. as such, the AA and downsampling make a blurry mess out of it. I can try to make them thicker actually



    now something new:
    here's a gameplay video captured by Troy Harrison Chriest on youtube. a commentary version will come up soon

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    Developer of Elium - Prison Escape

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