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Post by rolfy on Jun 13, 2020 2:19:35 GMT
Add day/night cycle and atmospherics, iterate point lights and added a little fog to each and swap out LUT's to tie it up.
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Post by septimustitus on Jun 13, 2020 21:35:53 GMT
Much better ! looks well lit and polished now.
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Post by rolfy on Jul 23, 2020 4:53:59 GMT
Completed and polished day/night cycle 10xspeed for video and moving on to weather effects. Wind sounds have been distorted by video compression for some reason, but sounds fine in game.
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Post by rolfy on Jul 25, 2020 16:45:31 GMT
I just purchased CiDy and testing it with Gaia2 and facades, this is a small test build and happy to get away from grid built cities, I still had to go in and fix a few things manually but CiDy isn't really suited to those prefabs collision wise for placement. I still need to include clutter etc in the spawner, but everything I learn now will make future games go so much faster in the build process. Roads and buildings that follow terrain contours look far more organic.
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Post by rolfy on Aug 19, 2020 15:23:25 GMT
Weather Effects... Pishin' Doon, Thunderstorms. Rain particles have colliders and on impact with surfaces two sub emitters spawn ripple and splash decals. The collision also means no rain passes through overhangs roofs etc.
Left and right foot emitters triggered from events in animation timelines. Wetness and puddles are shaders with no material or texture for footstep system, so a simple trigger is attached to each wetness decal prefab to enable/disable the particle emitters.
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Post by rolfy on Sept 4, 2020 2:13:52 GMT
Stripped everything out, re-did terrain textures, new trees and foliage. Some serious optimisation work and happy with fps, though i could still do more work on that, the world is much more dense and detailed now. The old town is big enough to warrant it with lots of streets, it is built right into the level and no impact on performance, learned some new tricks.
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eldv
Junior vMember
Posts: 47
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Post by eldv on Oct 1, 2020 14:29:40 GMT
Rolfy,
This looks stunning! Beautiful work, very atmospheric.
ELDV
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Post by rolfy on Nov 18, 2020 9:59:54 GMT
Started integrating smaller pre-built scenes into main build. City, Towns, Villages and NPC's in the SouthEastern quarter. New foliage/trees,Weather FX and numerous small details to make the world believable. Still a lot of areas and points of interest to put in, particularly in the surrounding mountain areas, but needed to test the loading/unloading and performance before going any further. UAS streaming assets don't cut it with this level and performance was pretty bad but my own hacked up load/unload method seems to work really well.
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Post by rolfy on Dec 11, 2020 17:41:24 GMT
Height blending Global Snow, the higher the elevation the more snow cover on objects and vegetation. Layered onto CTS snow. Detailing the mountain regions.
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Post by rolfy on Dec 15, 2020 18:22:09 GMT
Blending voxel and standard terrain in scene.
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Post by rasto61 on Dec 17, 2020 0:10:57 GMT
Blending voxel and standard terrain in scene.
Is that a custom solution or is that Unity Terrain + Voxeland or Unity Terrain + Digger?
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Post by rolfy on Dec 17, 2020 0:43:21 GMT
It is unity terrain and Voxeland. A smaller voxel terrain sliced and placed then standard terrain is sliced on same grid, you can remove unused tiles from either and blend the remainder. Voxel terrain is a lot less smooth and paths are harder to paint. So I blend the paths and surrounding areas in using standard tiles and remove the standard tiles where the caves are. Same with the voxel terrain tiles, they get removed where standard tiles are used. Vegetation is procedurally generated or painted on both using biome masks and persistent packages with Vegetation Studio Pro to tie it together. This allows for the best of both worlds
Ported the ruins into the build which means freeclimbing is back in play. With the denser vegetation it looks really cool now.
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Post by skullvez on Dec 23, 2020 1:01:18 GMT
Amazing and Inspiring to say the very least!! Really cool! Love the vibe! I remember seeing this in the 2019 showcase! Super dope man! Great work and keep it up! 🕹️🎮💀
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Post by rolfy on Jan 4, 2021 18:17:59 GMT
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Post by smokeyedawg on Jan 4, 2021 23:05:49 GMT
Holy shit! I love it! Can you please give me some beginner tips? What assets do you think is valiable for creating a world like this? What render pipeline are you using?
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