Here are the final results from my redwood forest in Unreal Engine 4 after several months of hard work. I should admit creating this environment was the best challenge I've had since 6 years ago. Lots of knowledge gained. And I want to credit Quixel for providing Megascans, such an impressive resource for artists, and I want to thank Andrew Hamilton for being the best example to follow when it comes to creating vast natural game worlds and inspiring everyone by his never ending incredible work.
All assets are game-ready, have up to 5 LODs including billboards. Runs at ~70 FPS at 1080p on GTX 970
Poinball, Thanks Francois. I'm making a little tweaks to light rays, then will capture video for sure and then breakdown after that. Auldbenkenobi, Tack. Klawd, Yes sure. Thanks.
Nice! So it's realtime lighting right? are LPVs pretty similar to SVOGi in Cryengine?
Yes it's real time. LPVs are in no way comparable with SVOTI (Crytek's version of SVOGI). In short, LPVs are outdated tech which is also not updated in UE4 to an acceptable state, Epic just left it there. For outdoors it's okay-ish since you don'tneed very accurate light bounces but for indoors it doesn't really work as intended. I love the large scale AO in Cryengine, that coupled with dynamic G.I opens the door to create very realistic indoor/outdoors. But yeah LPVs are better than nothing.
Ah, I see. It did turn out amazing though. I've been toying around with the lighting in CE, but I cannot seem to get it past that 50 fps threshold in similarly complex scenes.
Trying to setup a template so I can show the assets individually. Text on the bottom feels very off. What do you think?
I like how clean this is! A few thoughts: The red font is hard to read on the dark background - maybe go with a lighter color like a light gray or white. I'd also make the text larger in general. I'm not 100% sold on the strong gradients in the background - personally, I'd go with something more subtle.
Trying to setup a template so I can show the assets individually. Text on the bottom feels very off. What do you think?
I like how clean this is! A few thoughts: The red font is hard to read on the dark background - maybe go with a lighter color like a light gray or white. I'd also make the text larger in general. I'm not 100% sold on the strong gradients in the background - personally, I'd go with something more subtle.
Thanks for the comment. I tried reducing/removing the white gradient, but the background becomes more uniform and dull. I tried adding some smokes but that really doesn't sit well with these type of stuff. Do you have anything in mind to replace the gradient with?
@Maximum-Dev Hi, excellent work. You have just inspired me to try lpv in ue4. Nice to know you are familiar with Cryengine. I wanted to ask if you have tried Amazon Lumberyard, since it's a fork of Cryengine 3 I think. I wanted to ask if there is a way to get very soft shadows and indirect shadows in Interiors for example. Is this possible in Amazon Lumberyard or the version of Cryengine that was forked? Too bad lpv isn't good for interiors I might still try it out though for a small interior scene.
Replies
Auldbenkenobi, Tack.
Klawd, Yes sure. Thanks.
Few more screens. Some tree bases.
neverfollow81 I'm using LPVs.
Also, did you have to make the trees from scratch?
Thanks again for all the info.
Trying to setup a template so I can show the assets individually. Text on the bottom feels very off. What do you think?
Too bad lpv isn't good for interiors I might still try it out though for a small interior scene.