Wow, it really DOES look like Normandie. You guys must have done a great deal of research to hit so close to home. I'm not from there but pretty close and it definitely has the vibe you get walking in the countryside on a rainy day. Outstanding job!
Just one thing about the road, and I know you'll get there - countryside roads in France are terrible in 2017 - cracks and potholes and cow shit and mud - so in 1944 I'm guessing it must have been horrible. You probably want to go super heavy on damage/grunge pass of you're aiming at something realistic.
I don't know about French roads during WWII, so you might be right in your thinking, but here in Norway the Germans actually built a lot of the roads during the war. Roads that are still used today, so back then they were actually in a better state than what they are today (beside those parts of the road that's been worked on recently). Not sure if it's relevant in any way, but it's an interesting bit of information on roads.
You used my Jeep Willys artwork without permission or even asking for it. That's bad guys.
Thanks for letting me know. I'm gonna ask the poster to remove it. Those images used there are only placeholders for showing the UI mockup though. Not actually used in the project.
Those images used there are only placeholders for showing the UI mockup though. Not actually used in the project.
Yeap, I don't want to be rude but I don't care . You show it in front of public, 90% of people will think that this is exactly what you guys are making.
Those images used there are only placeholders for showing the UI mockup though. Not actually used in the project.
Yeap, I don't want to be rude but I don't care . You show it in front of public, 90% of people will think that this is exactly what you guys are making.
You are correct. This is not anyone else's fault but mine. I take full responsibility. I wanted to show how such a road map system would work, even labeling the Willys Jeep incorrectly assuming people would be able to see that the roadmap was only a proof of concept, and failed to take into account that people might think that is what we would be included in the game. I've removed the images in question. My sincerest apologies, Veezen.
Finalised basic movement set, groinshots, salutes. More to come!
I just have some feedback on the animations, i know you didn't ask but I couldn't help it,
-The left salute @00:15 has a snap on the right foot -The guy crawling on the groin shot scene has his head looking down throughout the cycle, maybe adjust it so He can look ahead to see where hes going. -the left stride run is much faster than the right stride run - the jumps looks a bit floaty, he hangs in the air a bit too long, coupled with the arms being floaty as they come down to rest, its too slow. - the forward crouch walk his left forearm is quite straight and linear, i think some offset with the hand control might add to it - on the forward run it looks like you have about 3 cycles, on the third one the left arm has a quick raise as its comes up through the stride pass and nearly goes up to the height of his shoulder, its noticable after a time which ruins the cycles since you dont want it to look repeated or anything to stand out.
Thanks BradleyMAdams for the feedback, I'll see if I can get these points fixed up. I see what you mean about the arm on the run as well, that's a good spot!
hi awesome explosion! Did you use the motion vector flipbook node for that? - i cant get this one to work, it just ends up scrolling the texture. Can you maybe share/explain your setup if possible?
Long time no see. But the gears have been rolling! Over time I've learned tons of new things and gained a bunch more experience. That coupled with my landscape and realism addiction, keeps me up at night tweaking this and that till dawn. So I'm gonna be posting pictures from what I've been working on lately. Mostly landscape layers to start with.
Guys, this is inspiring. Here's some criticism: This looks sweet.
Well that feedback is hard to implement, no guarantee!
Here's the grass layer btw. Still needs some different meshes to be thrown in the mix and some tweaks to the material to make it look realistic, but worth sharing.
Mission accomplished. Finished relighting the game world. I think it looks better now. I've used cine cam, don't mind the black bars. Didn't bother cropping.
Benvox2, Currently sitting at around 50 FPS on my 970 at 1080p. This is with everything maxed out (4 shadow cascades, landscape tessellation etc.) and no optimization done yet. I try to not limit the art and creativity early on so I'm just gonna run an optimization pass after I'm done with the art pit. That doesn't mean I'm throwing unoptimized art everywhere though!
CupMcCakers. I'm using a Sky Dome + Dynamic Directional Light + Dynamic Skylight (with cubemap) + PPV (with cubemap). It's relatively easy to set it all up, it's just the never ending tweaks that takes up all the time and it's really also depending on every single shader in the scene as well so same lighting might not look so well on different project/assets if the shaders there are setup very differently. I'll create breakdowns probably sometime after we hit Early Access, which means quite soon!
This project is so inspiring, and love the dedication you put into it... I have no questions or comments a part from looking forward to your next updates
I recreated the main menu map (Our main menu is a live environment). It's still WIP though. Next I'll create some more grass variations using Megascans atlases. If your fresh eyes see anything wrong please let me know. (Might be too bright?)
homart, I'm just taking PrintScreen from different Buffer Views in engine and then turning that into an atlas that I use to model around it. I haven't looked into the feature you mentioned. Might start using that instead.
Replies
Thanks for letting me know. I'm gonna ask the poster to remove it.
Those images used there are only placeholders for showing the UI mockup though. Not actually used in the project.
Thanks for understanding
btw. you guys are making really cool work
@JasonHeckmen
Throughout this thread I've been impressed by the quick and appropriate actions taken when it comes to your PR.
Although you may not make everyone happy, your professionalism is noticed and appreciated by the community.
-The left salute @00:15 has a snap on the right foot
-The guy crawling on the groin shot scene has his head looking down throughout the cycle, maybe adjust it so He can look ahead to see where hes going.
-the left stride run is much faster than the right stride run
- the jumps looks a bit floaty, he hangs in the air a bit too long, coupled with the arms being floaty as they come down to rest, its too slow.
- the forward crouch walk his left forearm is quite straight and linear, i think some offset with the hand control might add to it
- on the forward run it looks like you have about 3 cycles, on the third one the left arm has a quick raise as its comes up through the stride pass and nearly goes up to the height of his shoulder, its noticable after a time which ruins the cycles since you dont want it to look repeated or anything to stand out.
but overall some really nice animations
https://www.youtube.com/watch?v=VnAdr-ulJWw&feature=youtu.be
https://www.twitch.tv/ichimoko/
Animating a gun grab today
https://i.gyazo.com/18b33c97aafae1a290487c6746d56f72.mp4
https://i.gyazo.com/32260ef3daa1cf6099b5c1edb3ef3815.mp4
https://i.gyazo.com/18b33c97aafae1a290487c6746d56f72.mp4
Long time no see. But the gears have been rolling!
Over time I've learned tons of new things and gained a bunch more experience. That coupled with my landscape and realism addiction, keeps me up at night tweaking this and that till dawn. So I'm gonna be posting pictures from what I've been working on lately. Mostly landscape layers to start with.
Here's how our beach layer looks like in game.
AXEL, I can't really give a solid answer yet. But we've got tons of things done and are really close.
Mud layer btw. Needs some more tweaking.
Here's the grass layer btw. Still needs some different meshes to be thrown in the mix and some tweaks to the material to make it look realistic, but worth sharing.
Edit: Some quick tweaks.
Nice work!
.Wiki, No sir, you should ride there with your Pegasus!
Btw some overcast lighting. Probably needs to be brighter, but I'm moving on for now.
Lighting looks a bit fairy tale here though.
Will work to make it look like a photo. Anything else is forbidden!
I've used cine cam, don't mind the black bars. Didn't bother cropping.
Benvox2, Currently sitting at around 50 FPS on my 970 at 1080p. This is with everything maxed out (4 shadow cascades, landscape tessellation etc.) and no optimization done yet. I try to not limit the art and creativity early on so I'm just gonna run an optimization pass after I'm done with the art pit. That doesn't mean I'm throwing unoptimized art everywhere though!
CupMcCakers. I'm using a Sky Dome + Dynamic Directional Light + Dynamic Skylight (with cubemap) + PPV (with cubemap). It's relatively easy to set it all up, it's just the never ending tweaks that takes up all the time and it's really also depending on every single shader in the scene as well so same lighting might not look so well on different project/assets if the shaders there are setup very differently. I'll create breakdowns probably sometime after we hit Early Access, which means quite soon!
Time to post another update.
I recreated the main menu map (Our main menu is a live environment). It's still WIP though. Next I'll create some more grass variations using Megascans atlases. If your fresh eyes see anything wrong please let me know. (Might be too bright?)
Thanks
gc3d, 3Ds MAX.
I´ve followed this thread since the beginning and damn it´s so inspiring to see what you guys are doing!! Keep it up!
peter
homart, I'm just taking PrintScreen from different Buffer Views in engine and then turning that into an atlas that I use to model around it. I haven't looked into the feature you mentioned. Might start using that instead.
Durkel, Thanks buddy. Soon, the Sun will rise!
And some beach grasses created using Megascans.