for a first try in unreal i have to say im pretty happy with the result. although, there is still much to learn and much to improve. hopefully the future projects will be reaching to photoreal look
http://www.youtube.com/watch?v=9Lr1drrhzK4
![]()
for a first try in unreal i have to say im pretty happy with the result. although, there is still much to learn and much to improve. hopefully the future projects will be reaching to photoreal look
http://www.youtube.com/watch?v=9Lr1drrhzK4
![]()
Wow, very beautiful work, great job.
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Holy crap, that is amazing work. You used DX11 ?
Hamad Al-Hasan
Gameplay Programmer / Technical Artist
Portfolio: http://www.alhasanstudio.com/
Personal Project: zBioBlow !
UDK Version: Feb-2013
OS: Windows 7 Ultimate 64-bit - Service Pack 1
Intel Core i7 960 3.2 GHz 8MB L3 Cache LGA 1366 130W Quad Core CPU
12 GB DDR3 Mushkin PC3-12800 998959 (6 x 2048MB) 6-9-7-24 1.65V Blackline
ASUS Sabertooth X58 LGA 1366 Intel X58 SATA 6Gb/s USB 3.0 ATX Intel Motherboard
EVGA GTX 580 1.5 GB GDDR5 - Driver Version: 296.10
wow, very nice!!!
Cool stuff.
Can you kindly give us an idea very briefly on what you've done to reach that level of realism?
Hamad Al-Hasan
Gameplay Programmer / Technical Artist
Portfolio: http://www.alhasanstudio.com/
Personal Project: zBioBlow !
UDK Version: Feb-2013
OS: Windows 7 Ultimate 64-bit - Service Pack 1
Intel Core i7 960 3.2 GHz 8MB L3 Cache LGA 1366 130W Quad Core CPU
12 GB DDR3 Mushkin PC3-12800 998959 (6 x 2048MB) 6-9-7-24 1.65V Blackline
ASUS Sabertooth X58 LGA 1366 Intel X58 SATA 6Gb/s USB 3.0 ATX Intel Motherboard
EVGA GTX 580 1.5 GB GDDR5 - Driver Version: 296.10
sure.
since my hard drive is in service , i didn't have my own works with me , so i reached for some evermotion scene, modified it and remodeled in maya.
rendered with vray. when happy with the results i baked the color, lighting and gi information right into textures
then i started to learn the basics of udk , imported my maya models into the game engine one by one, and assigned the baked textures to them.
after that it was just playing with the materials. it was kinda straight forward. textures, fresnel, normal maps and reflections. i used on one material both realtime reflections and fake cubemap reflections for more realism.
the real challenge were the glass and water shaders. most of work was done on them. the key imho is researching the materials in real world and pay attention to details. like the window glass shader for example giving a double reflection because modern windows are usual double glassed and so on.
after that i did a minor post processing. colors, fog, dust particles, and so on.
finally adjusting and tweaking the scene for better framerate.
thats about it
Wow Bukkit. That is truly amazing real-time work!
Could you provide some stats on stuff like FPS, polycount, what machine you're running it on, etc.
Finally, if your work is not copyright in any way, would you be open to releasing the map and shaders for the community to learn from? If not, no problems.![]()
the fps is about 35-40 on 1280x720 res. polycount is about 100k polys i guess. my machine is quite avarage
i would proudly provide it, but the problem is i simply cannot export it with frontend. the final exe simply crashes every time
Last edited by bukkit; 05-16-2011 at 04:47 PM.
Might be easier to just zip up the map and custom content.
bukkit i have been also using Maya for several years but never found out how to bake shadow maps to textures etc.
Either way great job.
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Creating Menus/Buttons Using Canvas
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Packs/Downloads :
BallGame Starter Pack
Zombies Demo/Source Code
Please do not PM me with questions. I am very busy and questions are better off left to the forums. Thank You
if you're using vray for maya, it couldn't be more simple.
you just select the geometry you want to be baked (must have good uv layout)
then you just set the baking engine from none to texture baking
that's it. i also recommend using render passes for higher level of control
i can give you guys some tutorials on this forum in near future if you want. for the glass shaders (which are imho the only complex ones in my scene) everything else is kinda basic. the fake glossy reflection was mentioned somewhere on the internet. the water is just modified waterfall shader from the folliage map![]()
Last edited by bukkit; 04-17-2011 at 10:19 AM.
Very nice! thank you im going to try that next time
FREELANCER PROGRAMMER/ARTIST OPEN FOR HIRE
Tutorial :
Vaulting Using Actors
Widescreen Hotfix (Canvas)
Scene Contrast PostProcess
Creating Menus/Buttons Using Canvas
RPG Inventory Abstract
Ocean Waves using World Position Offset
Sniper Lens Effect
Packs/Downloads :
BallGame Starter Pack
Zombies Demo/Source Code
Please do not PM me with questions. I am very busy and questions are better off left to the forums. Thank You
200k tris? for a small scene...@_@
awesome are those realtime reflection from dx11? nice
nope. the glossy reflections are fake dx9 reflections. the dx11 were very buggy with low performance. (to the polycount : especially those two towels were kinda overkill)
Very nice. I really like the dx11 one
hi bukkit ,
Is your floor using relection actor or cubemap reflection? thanks![]()
Hello, very nice work and I'm interested in performance difference between using UDK lightmass and baking lighting from 3rd party software. Can you replace textures with basic material in UDK, put couple lights, and build lightmass? I'm sure performance difference wont be noticeable since the scene is fairly small but would like to know the difference between file size. Thanks!
amazing work! the last shot had me speechless :O
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well im not sure about the lightmass performance. but the baked textures dont represent any performance hit at all. (depending on the resolution) i used textures up to 4K. the biggest performance hit were the real time textures. so i needed to scale them down to 512x512 max. and also the anti aliasing slowed things down. as for the file size. the map itself has only 187 kb. and the packages have 360 mb
Package being 360mb is already going over the 300mb soft limit. On a such small room. Like I've said, you wont see performance difference on such small level but wanted to compare the file size difference on the level if you use lightmass.
yeah. its made out of two packages (290+60mb) and i really wanted some crisp textures and as many realtime reflections as possible. imho its ok, even for such a small area. im not planning to build anything much bigger (medium apartment would be the maximum level size in my case)
:O erm.... Wow nice work there
Totally random but, TheAgent I just checked out your website, wow awesome!
Looks good.
I don't know why I haven't commented on this yet, it's amazing.
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Thank you!
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That is one sexy graphics card... GTX 580?
And thanks TAW Sn4ke108 :P
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Tutorial :
Vaulting Using Actors
Widescreen Hotfix (Canvas)
Scene Contrast PostProcess
Creating Menus/Buttons Using Canvas
RPG Inventory Abstract
Ocean Waves using World Position Offset
Sniper Lens Effect
Packs/Downloads :
BallGame Starter Pack
Zombies Demo/Source Code
Please do not PM me with questions. I am very busy and questions are better off left to the forums. Thank You
not as classyits 460, but still a wonderful gift
It's well deserved.
Now please make a HD version of the video.![]()
Very cool and clean. Congrats on the graphics card!
great ...
can you share your materials please
i think that it can be very uusefull to have a materials database for udk with ready to use materials and effects
yeah yeah i am aware of that
and i am interested in the glass material too
but i am a very very very lazy person
especially after several hours of day work
again
it could be nice to have an UDK materials database ready to use for various effects
anyway i will try to reproduce the glass tutorial when i get some time
Love the textures, awesome work
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