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Callum's Third Year Thread

* * * * * 1 votes callum games awesome mechs

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#16
tweedie

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Classy :)

 

You may not believe this, but for once I wasn't making a double entendre! I actually meant physically how did it do it because it doesn't seem to have any arms to do so? But don't worry too much, just say the charging attendant did it and he's just walked off screen for a break.

My mistake! Initially my plan for this was it was going to be a rundown military mech taken in / repaired by a kid, and that'd be who was charging it up (but it's changed a bit since then). So I suppose I'm going for the "taking-a-break-attendant" scenario :) I do quite like the sense of "how the hell did that get there?" that you find in a lot of stalenhag paintings though, so maybe I'll pass it off as that too ;) 


And hahah, cheers Adam! It's been really hard avoiding ripping off your sweet gas station too btw


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#17
LittleClaude

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Very nice, rain particles would be a nice addition, especially if it had 'Y' collusion on your objects FTW.

 

I would front it but its not finished, never mind it will do ;)

 

Attached Files


Edited by LittleClaude, 15 October 2017 - 11:58 PM.


#18
tweedie

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I suppose this is that bit where I mention it's in Unity :p [inception horns]. And there is some rain in the video but perhaps it's not too obvious :) I do need to add some little splashes when they hit the ground though. Thanks Neil!



#19
LittleClaude

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I suppose this is that bit where I mention it's in Unity :p [inception horns]. And there is some rain in the video but perhaps it's not too obvious :) I do need to add some little splashes when they hit the ground though. Thanks Neil!

 

Wash your mouth out! add there I was ready to give this a sensible grade ;)


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#20
tweedie

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Viva la revolunityion!

bKa58wI.png

Ok i think I'll call it a night.


Edited by tweedie, 16 October 2017 - 10:12 AM.

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#21
Karu

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Viva la revolunityion!

Ok i think I'll call it a night.

 

Going to sleep at 1:00am? Wheres the commitment?

Looking realllllllly tasty though! Love the mood of the piece.

 

There doesn't seam to be any reflections in the water or defining shadows on the floor, but that's being real nit-picky.

fmtEBD1.png

 

The piece is looking super clean and professional though, killin' in 


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#22
tweedie

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Oh dear Josh you spotted a bug with that capture. Should look like this:

Vt0UsEi.png


The method I used to capture that one seems to distort the AO pass or something and multiply it over. Thankfully I'm doing something differently for the video though. That being said, there's still no clear shadows/reflections to help ground the mech's feet. The trouble with such dimly lit tarmac is things are getting a bit lost, I'll do my best to improve that as I agree it needs some love. Cheers for the crit man! :) (Also commitment is a Semester-B only feature)


Edited by tweedie, 16 October 2017 - 10:13 AM.

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#23
DigitalSalmon

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V1 Post process, or V2 with third party SSR?

Also, since you have glowy bits, if you're not already then check out (and use!) http://www.sonicether.com/segi/

Also if you post this to Unity3D reddit you'll break them ;)

Sweet work. 


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#24
SU34

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V1 Post process, or V2 with third party SSR?

Also, since you have glowy bits, if you're not already then check out (and use!) http://www.sonicether.com/segi/

Also if you post this to Unity3D reddit you'll break them ;)

Sweet work. 

What would be solution for UE in terms of interesting lighting? Preferably with dynamic support.



#25
tweedie

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V1 Post process, or V2 with third party SSR?
Also, since you have glowy bits, if you're not already then check out (and use!) http://www.sonicether.com/segi/
Also if you post this to Unity3D reddit you'll break them ;)
Sweet work.


Thanks Ben! :) V2 - which very recently got SSR! It's not as much of a performance hog as it was in V1 now thankfully. I've been a segi user for a long time now haha, pure witchcraft, gorgeous results. I'm not using it in this currently (nor enlighten / anything, it's just lights), but have given the idea some thought :)


Doesn't UE4 have LPV? It's pretty crude but should be dynamic

#26
Almighty_gir

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LPV's are fecking horrific...

 

Someone should look at porting SEGI into UE4, because Nvidia's VXGI is brutally expensive too.



#27
tweedie

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Indeed they are, though there's a promising GI solution being developed for unity at the moment which iirc relies on LPV, but funnily enough might be moving away from it. Nvidia VXGI was pretty disappointing. I'd be surprised if somebody's not already working on a SEGI port

#28
tweedie

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Realised I didn't put the updated video up from the submission today. Added a shot along the ground to show some of the wet ground shader and also made the cable red / added some lights on it to pick it out some more, as per Martin's crit. Put in some blockout background stuff for the time being. Still need to make the telephone cables sag some more (and give them a bit more variety), want to add some actual splash meshes / fx on some of the rain drops as they hit the ground, need to model the front panel for the charging station (didn't intend to have a shot showing it, so didn't model it, ha). Spoke to a guy at Volition who suggested having some actual rubble/stone geo on the tarmac to just add more things for scale. Should probably do a bit of general tidy up on a few things, then it'll be time to move onto the next piece (once I work out what the hell I'm doing for that anyway!) 



Now in 4K!


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#29
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Looking damn nice, yes please to rain splashes on the robot if possible! :)


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#30
Almighty_gir

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Indeed they are, though there's a promising GI solution being developed for unity at the moment which iirc relies on LPV, but funnily enough might be moving away from it. Nvidia VXGI was pretty disappointing. I'd be surprised if somebody's not already working on a SEGI port

 

GI in general is a couple of hardware generations away from being widely adapted. It would be really nice to have, but the problem is that your entire game would need to be built around either having it, or not having it. Having the option to disable it on the user end for the sake of lower end hardware would mean the entire game looks weird. Which is why most people don't adopt it for major productions.

 

Voxel based GI is certainly the best in terms of performance, but it lacks multiple bounce accuracy. Conversely raytracing looks amazing but is just too much of a resource hog.

 

Just about every major dev i've talked to is like: "okay so we wrote this super fast GI solution it's only 7ms", and then finish with: "we'd rather pipe that 7ms back into other things".







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