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Couple questions I'm hoping someone can answer: What other techniques are they using especially well to get the look and feel they've achieved? The lighting is
by dave_sullivan 10y ago
Couple questions I'm hoping someone can answer:
What other techniques are they using especially well to get the look and feel they've achieved? The lighting is impressive, but I notice dynamic depth of field/bokeh is being used well here and I think this is to credit for a lot of the look.
The materials themselves look especially good, can anyone comment on why? In particular, the softly-polygonal look of the skin and grainy metal on the side of the bus. Is this just really what a great texture looks like or is there something less obvious? For instance, is there any reason to think Substance Designer + UE4 couldn't export + render materials like that?
Also, any idea what's up with the weird outline artifact around most/all objects in the video?
I'm really liking games that pair an abstract art style with high realism graphics features. Sort of inching towards a new video game clay-mation look.
- speps 10y agoMost game engines for a few years now are using what's called "Physically Based Rendering" (aka PBR). There's a ton of resources on that, including for offline rendering. It does add a lot to make it look realistic, for example an Intro for it in Unity 5 [1]. I think they extensively used Bokeh DoF to make it look at the right scale as it's a toy world if I'm not mstaken, it's know as the "Tilt Shift" effect. The outline artefact is probably Ambient Occlusion, I didn't see it that much though but that's maybe because I'm used to it. THere are a lot of ways to compute it, including using cone tracing, but the least expensive is a "screen space" technique first introduced by Crytek. It can introduce a dark halo around objects but is constant time usually and very simple to integrate. [1] https://blogs.unity3d.com/2014/10/29/physically-based-shading-in-unity-5-a-primer/ https://blogs.unity3d.com/2014/10/29/physically-based-shadin...