It looks absolutely superb mate! May I ask how did you make the garbage on the ground? Vertex paint? Or floating panels? Because I found that the decal system is so bad in UE4 that I would simply call it non-existing. :poly127:
Stepp: Thanks man! It's a mix really, there are some hipolies modelled in max, some sculpted in zbrush (like the sidewalks and concrete walls) and some are 100% nDo.
Scizz: There's an arrow on the top-left corner of the viewport where you can find "High-res screenshots". These will get saved on your project's folder under saved/screenshots
Fisher007: It's combination of decals and a "blend" material that uses Vertex color to blend between a base material (with Albedo/Roughness/Normal), a Dirty texture (just an albedo) and the water puddles itself. I'm publishing a break down soon with the node network soon but for now:
I used this material in quite a few places, it's really powerful!
Ahh yeah, I thought so. I secretly wished that you showed me the proper usage of the decals (in UE4) though. But thanks for the insight, can't wait for the breakdown.
One question though, on the "Some of the pieces used in the level:" there is dirt with the curb corner. Is it a floating polygon with alpha added? I would normally do this kind of things with decals, but sadly I found no way to achieve 100% opacity with them in UE4. IMO, this makes their usage very limited.
Edit: LoL I just checked and it seems that they have actually fixed the opacity issue with the decals. Happy days.
I was invited to present this scene in an upcoming event in Brazil focusing on urban exploration and the future (more details coming soon). It's a pretty great opportunity to finally flesh out some ideas that I always had for this but never got around to implementing them.
Anyways, thought it would be cool to document my progress here too. Today I spent the night making some new materials with DDO and Photoshop (the plaster is a blend material with vertex color blending). Really loving the new DDO, finally had time to check out the Painter and stuff
Now, this is the best vr scene I've seen in a while. I'm downloading it right now. It looks like its running smoothly in vr. Any tips on vr performance?
This is something that I definitely want to add in the future but that I have no idea how because I don't have access to a VIVE. I'll investigate it further and hopefully can get it in the next update, in a few weeks, where I'll add support to the latest Oculus runtime.
@LVG: Haha that's something that I can't do :pleased:
Now, this is the best vr scene I've seen in a while. I'm downloading it right now. It looks like its running smoothly in vr. Any tips on vr performance?
Thanks!
The scene is far from optimized, I can still squeeze performance out of it, but for now it runs well on the target platform. (GTX 970)
Some steps I took to ensure performance: - Avoided transparency and overdraw (use shader complexity view to check this). - Used large pieces as often as possible to reduce draw call count. - Only used dynamic lights in very small/enclosed areas and made sure they didn't affect too many pieces. - Kept my shaders extremely simple. - A big problem that I had before was how wide and open the street was. For this new version, I did a lot of layout changes to ensure only parts of the scene are being rendered at a time. Always take occlusion into consideration when laying out big scenes like this. - Kept my lightmap res as low as possible, to keep texture memory under control. I still have some room for improvement in this area, as some textures are being mipped hard.
Replies
-Will
Stepp: Thanks man! It's a mix really, there are some hipolies modelled in max, some sculpted in zbrush (like the sidewalks and concrete walls) and some are 100% nDo.
Scizz: There's an arrow on the top-left corner of the viewport where you can find "High-res screenshots". These will get saved on your project's folder under saved/screenshots
Fisher007: It's combination of decals and a "blend" material that uses Vertex color to blend between a base material (with Albedo/Roughness/Normal), a Dirty texture (just an albedo) and the water puddles itself. I'm publishing a break down soon with the node network soon but for now:
I used this material in quite a few places, it's really powerful!
Just a heads up that the making of article went live!
>> Making of article. <<
Hope you guys find it useful and let me know if you have any questions!
One question though, on the "Some of the pieces used in the level:" there is dirt with the curb corner. Is it a floating polygon with alpha added? I would normally do this kind of things with decals, but sadly I found no way to achieve 100% opacity with them in UE4. IMO, this makes their usage very limited.
Edit: LoL I just checked and it seems that they have actually fixed the opacity issue with the decals. Happy days.
I was invited to present this scene in an upcoming event in Brazil focusing on urban exploration and the future (more details coming soon). It's a pretty great opportunity to finally flesh out some ideas that I always had for this but never got around to implementing them.
Anyways, thought it would be cool to document my progress here too. Today I spent the night making some new materials with DDO and Photoshop (the plaster is a blend material with vertex color blending). Really loving the new DDO, finally had time to check out the Painter and stuff
aaand the VR is real
FREE DOWNLOAD
https://www.youtube.com/watch?v=UxmVUA7tAu8&feature=youtu.be&a
Tons of screenshots:
https://www.artstation.com/artwork/KP31y
Car/Tree models by Helder Pinto
Player's body by Paulo Italo/Carlos David
@LVG: Haha that's something that I can't do :pleased:
Thanks!
The scene is far from optimized, I can still squeeze performance out of it, but for now it runs well on the target platform. (GTX 970)
Some steps I took to ensure performance:
- Avoided transparency and overdraw (use shader complexity view to check this).
- Used large pieces as often as possible to reduce draw call count.
- Only used dynamic lights in very small/enclosed areas and made sure they didn't affect too many pieces.
- Kept my shaders extremely simple.
- A big problem that I had before was how wide and open the street was. For this new version, I did a lot of layout changes to ensure only parts of the scene are being rendered at a time. Always take occlusion into consideration when laying out big scenes like this.
- Kept my lightmap res as low as possible, to keep texture memory under control. I still have some room for improvement in this area, as some textures are being mipped hard.