Update 06/24/16:
After two weeks, it became increasingly clear to me that moving toward a rich district was not the right thing to do. So I’ve scrapped the idea of an Indian/Scandinavian style - not to say it will never get done, but it definitely won’t be part of this pack.
However, I’ve been hard at work polishing everything I could on the project and I am so happy with the results! Because of this, I will be able to submit to the Marketplace next week. This mean that I will create a new thread in the dedicated subforum - and as promised, ask what’s your take on the price - early next week.
Some stats for those interested: In the previous beautyshots, there were no dynamic shadows or GI because of FPS issues. Now, there is. The game run always at 30 FPS in 1080p, never dipping below even in the most demanding moments and averaging 50 FPS. Removing the dynamic shadows moves the FPS roughly 15 FPS higher, with the lowest drop at about 38~39 FPS. Now these stats are taken in-engine, so the FPS would actually be higher in runtime. I still have to do some test if I can pull it lower, but the whole level can actually run with 1500mb of GPU memory. For comparison, AAA games run usually well over 2k on PC (Crysis 3 is at roughly 2500, while games like Dying Light are at 3.9k) - on ultra, that is.
Some things to take in consideration is that I have huge open areas in the presentation level. Someone who has more knowledge than I with the engine could easily pick lights to deactivate them after some distance - or with smaller areas, the Cull volume works wonder to boost the FPS. I’ll still work a bit on optimizing the level, but in term of props everything is done (big architecture has several LODs and medium/big props too).
While waiting for the new thread next week, here’s the final official update on this thread, with sweet beauty shots:
http://i.imgur.com/hXhqpvk.jpg
http://i.imgur.com/80zLZ1l.jpg
http://i.imgur.com/NIZr65J.jpg
http://i.imgur.com/tLUC7KE.jpg
http://i.imgur.com/uCj29SP.jpg
http://i.imgur.com/AcRA4Dx.jpg
http://i.imgur.com/jfYdPWG.jpg
http://i.imgur.com/zYuK5iA.jpg
http://i.imgur.com/sWtXNVd.jpg
http://i.imgur.com/OkPLRUZ.jpg
Update 06/17/16:
As I’ve said, I took a week off to refresh my mind and start with a clear view of what I wanted to do with the Rich area. It worked in a way, as I was able to start with a different, yet complimentary view of how I wanted the rich area to be. In another way, it didn’t quite work as I expected - I spent most of this week iterating, scrapping and restarting modules, materials and layout. What I show today is advanced, but not final - for instance, the yellow/blue painting under the arc will change. The drapes may - or may not - be there in the final iteration. I am not satisfied by the visual quality I have right now with them. I will also add several smaller pillars, to add depth to the modelling. However, the rough shape/layout is done for the entrance and close to final.
Pictures (lighting hasn’t been done yet, it’s only reflection capture at this point):
http://i.imgur.com/mW9nkyQ.jpg
http://i.imgur.com/w4RVtpy.jpg
http://i.imgur.com/kKovchh.jpg
http://i.imgur.com/0HCJVRo.jpg
As per usual, comments/cheers/threats/encouragements are welcome!
Wolf1
WARNING: Huge update this week, with a ton of 1080p pictures (06/03/16):
So after last week, I was able to focus on bringing life to the basic layout of the market area. I’ll be honest; I’ve scratched my head more than once about how to proceed. At some point, the lighting would simply not render because there was just so many props. I had to switch to dynamic lighting (considering how wide the area is, it’s surprising it did not happen before that) and was able to achieve something I consider more than respectable with little loss in term of graphics/performances.
I’ve also made quite a few props which should allow people interested in the pack to have whatever basic items required to bring that area to life. Now, because these props are generic, you will probably want to use them as a complement to another pack, but they can stand their ground by themselves just fine. Since they use generic materials used mostly on the architecture, the cost in term of materials is low.
Let’s begin with the beauty shots (taken with the High-Resolution Screenshot tool with a 4k screen, I had always over 30 FPS in full-screen with a GTX 980, which moved over 50 in 1080p) :
http://i.imgur.com/VU3DV2S.jpg
http://i.imgur.com/upTmm85.jpg
http://i.imgur.com/oDrPv03.jpg
http://i.imgur.com/ymqgebw.jpg
http://i.imgur.com/6cHW7iB.jpg
http://i.imgur.com/TtBEY32.jpg
http://i.imgur.com/OM52K7n.jpg
I’ve also made a showroom map where all the architecture/props are put in categories. This will allow users to have a feel of each distinct district along with a big picture:
http://i.imgur.com/ivVNvE8.png
http://i.imgur.com/AQuSlzb.png
http://i.imgur.com/C6j7iGD.png
http://i.imgur.com/vPuQVcy.png
http://i.imgur.com/nADTNTj.png
Now the interesting part in this is that since everything is modular - beside houses and their interior - you can come up with virtually any layout that you want. I’ve made one that was somewhat open, but we could easily have a tight area mainly consisting of houses and not bigger than 6m-wide, or we could have a full-fledged city several miles long.
Because every single material is PBR, this also mean that the set should - in theory - be easily mixed with other packs on the marketplace, allowing even more freedom in how you want to use it.
In any case, I’m interested with your feedback as, in the end, you guys will be the ones to use this
UPDATE 05/27/16
It’s time for the weekly update! I’ve been mainly working on a new district - the market area - so I’ve been almost exclusively prototyping. Production only “really” started at the end of the week. I also took this opportunity to optimize some textures - all of them were in 4k initially, but it soon became problematic. I’ve almost reduced all of them to 2k without any impact whatsoever on the visuals.
Here are some new WIPs:
http://i.imgur.com/5gAYW7v.jpg
http://i.imgur.com/K794WfD.jpg
Ground texture (tillable):
http://i.imgur.com/6c39iTS.png
Wood Texture (trims that can be repeated horizontally):
http://i.imgur.com/OU2Q7yg.png
Now keep in mind these does not represent the final product of that area. There will be a lot more stuff in that area. Next week should be more representative of the scope!
As usual, comments/feedback welcome
UPDATE 05/20/16
I don’t usually post updates every two days, but I believe that the map literally exploded in this small amount of time. Here are some new WIP:
http://i.imgur.com/5iSZWF4.jpg
http://i.imgur.com/H3oZAFq.jpg
http://i.imgur.com/a9YUW7H.jpg
http://i.imgur.com/50rVZba.jpg
http://i.imgur.com/oxiZh5s.jpg
I plan to add three different districts (from which the bridge will connect instead of leading… well, nowhere), along with a huge gate which will connect the main bridge to the exterior. There won’t be any exterior architecture in this pack - I believe that it would require another pack and weeks of dedicated work and I believe that this pack itself will be more than enough for the time being.
There’s also quite a bit of tweaking to do, both in term of placement and materials, but ultimately I’m really happy with the shapes/ambiance/overall look. Currently, in 1080p, with everything activated in term of lighting and post-process, I’m at a steady 75+ FPS and never dip below that. Average is 100 FPS and top is 120. I have a GForce 980.
UPDATE 05/18/16
This week has been incredibly productive. I’ve basically spent the whole weekend on this along with the first half of the week. Things are going a lot faster than I expected, so I have a new screenshot ready as a WIP:
http://i.imgur.com/8I9SUSr.jpg
4k picture: http://i.imgur.com/HErxuSo.jpg
Now of course, there’s a lot to do. There’s some things I’m more or less satisfied in this picture, while some others looks really good. For instance, the bridge ground is probably final. But there are still some tweaks I want to do with the support pillars (mostly around the area where the player can go). The basalt cliffs also feel too low-poly, even though they aren’t, so there’s some tweaking to be made there.
And, of course, a whole lot of architecture remains to be done. Next step is to make a carved statue in the middle of the circular platform and then move to make a “main gate” where dwarves would come in and out of the area.
-----Original post below
Hey all,
I’ve started working this week on an architectural set for a Dwarven environment. So this week has been mainly focused on coining the general style and palette for the set - basically making a benchmark.
Here are some WIP pictures:
http://i.imgur.com/sRCjnWr.jpg
http://i.imgur.com/YjCZwRa.jpg
Now, this is really only a small part of the overall scope of the project. The goal would be to have a full, complete architectural set, including interior with different themes and exterior. Of course, this will depend on my velocity and if it’s a realistic expectation; but for now (and considering how well things went this week), it might be something achievable.
The lighting has been baked, but the results could probably be better with real time lighting (and faster!). The whole thing use 4k textures and developed with 3rd person in mind, so while the textures are high-res they might not be fit for a 1st person games. You will be able to play around, but also on top of the pillars, which are roughly 3x3m. It should be more than enough for any kind of gameplay, hopefully!
Please, do let me know what you think! I will update the thread weekly/bi-weekly as things progress. For now, I plan to be through the whole thing by mid-june. I’m incredibly happy to work on this project and I can’t wait to hear your feedback/opinions on the matter!