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Graphics Feedback

Started by January 04, 2014 02:07 AM
13 comments, last by BagelHero 10 years, 10 months ago

As for the lighting and foliage, the lighting / shadowmaps and terrain system in Unity isn't fantastic to say the least. I've been wondering exactly what to do about it..

Hello. I believe that you would have the same result if you were using Unreal or CryEngine, so this is something that you should deal with artistically rather than technically.

The foliage in your picture seems to grow out of the cobblestone ground. It would look better if you could blend the two elements together with either texturing (by overlaying a decal mesh with a semitransparent texture over the ground), or simply by using vertex colouring - a cheap feature that sometimes we tend to forget about.
Eric Chadwick of Polycount has dealt with a similar problem using vertex colouring: http://www.polycount.com/forum/showpost.php?p=1925699&postcount=311

Texturing is just on oversight because the terrain is so large, I can fix that very easily. The issue is with the tree system, how grass foliage in wind zones is displayed..

That fuzzy look, that amplified with a lot of weird artifacts when you move around. I've seen a voxel system for Unity which eradicates this issue but it cost's $3000.00..

I have a lot of issues with flickering lighting and shadowmaps and pixels showing through the trees as blocks.. Thanks for the link, I'll check it out.

Well I took a lot of the advice on board, in all fairness we are years away from a final product. But it's great to have feedback at this early stage biggrin.png

Here is where we are at now, a lot of systems have been changed / improved etc.

Edit: Deleted old photo moved to top..

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Well, you're getting there now. I've been meaning to say this from day one, but are you using normal maps and if so, what are they looking like? Because almost all your textures are like... exceedingly flat, and it's something that's really dating the overall visuals. I think was said earlier, but it's still standing out.

Well, you're getting there now. I've been meaning to say this from day one, but are you using normal maps and if so, what are they looking like? Because almost all your textures are like... exceedingly flat, and it's something that's really dating the overall visuals. I think was said earlier, but it's still standing out.

In the picture now at the top there is nothing more I can do, also the feedback I've generally got is that the textures are very bumpy. We use normal maps / displacement maps and a lot of the time some sort of parallax or tessellation shaders.. So if I hear back from a lot of people that things still look flat, then I'll have to start investigating the engines renderer.. We use Unity.

Unity's simplicity wouldn't be the issue. I use it quite often to render my projects as an in-engine example and have never had this happen. It could be that the way you're generating your normal maps isn't getting enough depth information...?
I suppose another problem that could be contributing to simply making it appear flat in screenshots is the general muddiness of the textures; there's a distinct lack of unison in the scene (eg, the one entirely different barrel, some buildings being brick the others being stone, some stones HUGE while others are a more believable size, etc).
Are you using entirely photo-bashing/phototextures to make these? I think even just color-shifting the wood tones to be about the same would help a lot.

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