Congrats on the Kotaku share. Well earned. I normally have a good eye for spot the difference and I'm having a hard time with yours. Pretty damn accurate recreation. Only thing that did catch my attention was the lighting in the stairs area leading down, seemed too bright from the original source.
Please release a build of this using the Oculus VR SDK!
It would be awesome for sure, but I do not have the programming skills at all, i'm zero in programming, even with blueprint, my brain is melting with that stuff XD, I'm a visual guy.
And considering that P.T. is a registered title, I don't think I could release it without facing some author problem and stuff like that
love the result! very accurate reproduction and carefully kept atmosphere. on some places i make less normal visible, on the frames and paintings, otherwise great job!
I could have use decals, but i did something quite not efficient, wich is a normal map for my entire walls. I wouldhave do it differently if I had to.
Gotcha. Was curious if it were even possible to do that with decals. Like have just a normal map by itself with no diffuse or anything and have it projected.
Wow! That looks amazing. Do you think it can be possible to see the diffuse/spec/normal maps images? I'm a bit curious to see what they look like individually!
Truly amazing. Had to register just so I could say that. Truly awesome work. The first place my head went to after playing P.T. was my DK2. So I was looking into recreating it best I could in UE4. Ended up here and I am blown away. Incredible work. Hope you think of releasing a small tour demo. Would love to walk around it in VR. Great stuff man!
uffaaaa
hai pensato anche tu la mia stessa cosa , solo che io non sono ancora pivello
io non ho giocato a SHs
e cosi lo volevo ricreare per giocarci sul pc ,
comunque bello mi piace hai fatto un bellissimo lavoro , ti invidio.
grazie per le texture XD
Nice work! how was your workflow to get the walls individual....I mean the crackles and corners....
how many meshes did you create for "only the walls" ? and how you solve it to get to each wall a individual look of dirtyness, crackles and normals ...?
Im very interested because I think I have to make a mesh which has a tiled Texture on it and then a second material to another UV Layout from the mesh add the normals and roughness maps.....I really don´t know how to solve the problem... I hope you can help me or someone else.
Nice work! how was your workflow to get the walls individual....I mean the crackles and corners....
how many meshes did you create for "only the walls" ? and how you solve it to get to each wall a individual look of dirtyness, crackles and normals ...?
Im very interested because I think I have to make a mesh which has a tiled Texture on it and then a second material to another UV Layout from the mesh add the normals and roughness maps.....I really don´t know how to solve the problem... I hope you can help me or someone else.
sorry for my english.
This is what I was trying to figure out with the actual game. I'm thinking they are individual meshes that were sculpted.
Replies
Decals !, ton of em !
None of them, I went classic from start to finish, nothing really special
It would be awesome for sure, but I do not have the programming skills at all, i'm zero in programming, even with blueprint, my brain is melting with that stuff XD, I'm a visual guy.
And considering that P.T. is a registered title, I don't think I could release it without facing some author problem and stuff like that
I don't want Kojima to be mad at me !
It would be a shame if you do not do a small playable demo public.
I sincerely hoped that thou ferras a playable demo.
CONGRATULATIONS
I could have use decals, but i did something quite not efficient, wich is a normal map for my entire walls. I wouldhave do it differently if I had to.
Gotcha. Was curious if it were even possible to do that with decals. Like have just a normal map by itself with no diffuse or anything and have it projected.
albedo, roughness, metalness and normals
hai pensato anche tu la mia stessa cosa , solo che io non sono ancora pivello
io non ho giocato a SHs
e cosi lo volevo ricreare per giocarci sul pc ,
comunque bello mi piace hai fatto un bellissimo lavoro , ti invidio.
grazie per le texture XD
What do you think @djoexe ?
how many meshes did you create for "only the walls" ? and how you solve it to get to each wall a individual look of dirtyness, crackles and normals ...?
Im very interested because I think I have to make a mesh which has a tiled Texture on it and then a second material to another UV Layout from the mesh add the normals and roughness maps.....I really don´t know how to solve the problem... I hope you can help me or someone else.
sorry for my english.
This is what I was trying to figure out with the actual game. I'm thinking they are individual meshes that were sculpted.
My guess is either he used decals or some vertex painting
I don't think it's decals because in his editor view there are no decal icons on the walls.