No man's sky style graphics

I don’t want to rip off their idea or anything… but I would like to tap into that visual style - I get that the terrain can be easily recreatable with things like heavy terracing in world machine, etc.

But the style… the colours etc, how do we create that? is it done on a material by material basis? or is it some kind of lighting set up? is it both?

You need to analyze what’s going on and try to reconstruct it. It’s probably not doing anything crazy

Thanks, but that isn’t really all that helpful - given that this is what I have been doing… I posted here because I don’t know.

It’s a way to general question, unless someone has done that before there’s no advice really except try to do it and see what happens.

Hey @Franktech!

I am specifically looking at the style in this picture - No-Mans-Sky-Screens_12-09.jpg

It is unbelievably pretty - but it is so different from unreal’s defaults, that I am unsure as to how I might achieve it.

A few things gathered from that photo

1 - Dynamic GI pretty much looks like a must-have, but then I can’t see any bounce lighting, just lots of ambient lighting.
2 - No Specularity or Reflections
3 - I’m willing to bet that due to it’s procedural nature, they don’t have thousands of different objects and textures made for every variation of object. Lots of instancing, and use of colour parameters in the materials to modify object colour.
4 - Simple, blocky normal maps.

Can’t really tell much more from the image, and even some of that may be wrong. Best bet is to crack on with it and try and make something similar.