In the past days we created a lampsystem and the pipelinesystem. Every cable is a spline, so can be changed on the fly in the engine.
Still nothing finished, blockout status...
Looks good. I would try some fairly heavy distance based blur (could hack the dof) to match the fog visibility to mimic the light scattering through the dense medium and maybe reduce the fogging a touch (maybe might be spot on already see when blurring is in)
This along with heavy flaring/bloom from lights can give a really good volumous feel to the water without destroying the visibility completely
@SHEPEIRO thanks for your detailed help! Its very heavy for us to tweek the fog and postprocess to get the best underwater result. I will try to do what u told us.
Hi,
I also recommend the bloom usage. And I personaly think it's too blue. You can try to play with greener tones maybe or just desaturate what you can within your postprocess volume. Just suggestions.
The cockpit seems "pwah pwah pwah". Means incredible. Really good.
Thanks for your feedback @DanielR17. We definitely need to change the overall look of the scene. Like the postprocess and other stuff. Bloom is a good idea, for now we have just a little bit, i will try to improve this some more.
Also i am very pleased to hear that you like my cockpit. Its a mess to texture it, but i think i could handle this
We are still working on our Projekt. We updated thel lighting, the fog, the postprocess,the grass, added plants, added props and we are working on particles, fishes and a lot of stuff. Although we improved a lot of textures.
Take a look and feel free to comment our work.
Regards Tim
Looking fantastic, I love when devs put care and attention into underwater scenes in games, so its great to see a project like this coming along so well.
I do agree with some of the above posts, that none of the colours are really popping. Giving either the organic of man made props more contrast would not only look nicer, but would also be a great way to show the disparity between the two.
Replies
Every cable in this scene is an instance and are alligned with an "Path-Deform" modifier. So its easy to unwrap and easy change to lowpoly.
In the past days we created a lampsystem and the pipelinesystem. Every cable is a spline, so can be changed on the fly in the engine.
Still nothing finished, blockout status...
Here you can see the nodes:
If you have any questions to this, ask me. I will try to answer.
...quick render in Marmoset
Next step ----> texturing
submarine looks good
This along with heavy flaring/bloom from lights can give a really good volumous feel to the water without destroying the visibility completely
although we are working a lot on improving our grass, plants and foliage
and we are working on improving our staion vista
I also recommend the bloom usage. And I personaly think it's too blue. You can try to play with greener tones maybe or just desaturate what you can within your postprocess volume. Just suggestions.
The cockpit seems "pwah pwah pwah". Means incredible. Really good.
Also i am very pleased to hear that you like my cockpit. Its a mess to texture it, but i think i could handle this
Take a look and feel free to comment our work.
Regards Tim
I do agree with some of the above posts, that none of the colours are really popping. Giving either the organic of man made props more contrast would not only look nicer, but would also be a great way to show the disparity between the two.