Took the Infiltrator demo. Some of these steps are going to be redundant or cancel each other out, but it’s the steps I took without much planning.
Force No Precomputed Lighting
Disabled screen space reflections and ambient occlusion in the post processing. Disabled bloom.
Deleted every reflection capture.
Deleted everything related to fog/cloud/godray
Deleted decals.
Created skylight, set to moveable, disabled lower hemisphere is black. This adds the flat ambient lighting.
Set scalability settings to low.
Switch to forward rendering and disabling extra features.
Next steps would be to disable normal maps, fix some of the materials, replace materials and textures with lower resolution ones, with more tiling. Remove some of the extra lights.
Looks pretty good from the photo. Thanks. The only thing I would say is that it looks a bit washed out (color-wise).
Also, terrible models, robotic animations and poorly designed tiling textures. Also, use bump maps instead of normal maps (I’m sure there’s a material node for generating normals from bump height maps). Only tiling bump maps, none of the fancy normal map baking people have nowadays.
I’m not so sure. A lot of people have replicated the early CGI look with programs like Maya, Cinema 4D, Blender, etc.
You can have a look for yourself:
https://i.vimeocdn.com/video/594430563_1280x720.jpg
http://i3.ytimg.com/vi/oTLcxg286qw/maxresdefault.jpg
https://f4.bcbits.com/img/a3038772974_10.jpg
The only video game engine I’ve seen that even comes close to the old CGI look is the Unreal 2 Engine. I was considering using it, but it really only seems to support very low poly models, and has no bump/normal mapping, but early CG had pretty high poly models (relatively) and did have bump mapping.
(This is a screenshot from Unreal Tournament 2004 for reference)
http://oi66.tinypic.com/k4v72f.jpg