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[WIP] Valymdia - west vale

Discussion in 'Works In Progress - Archive' started by botumys, May 20, 2016.

  1. botumys

    botumys

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    Hello!

    I'm beginning a new scenery. The zone is a plain wedged between mountains in a fantasy world called Valymdia.
    Actually I'm testing lighting and atmosphere.
    In the futur I'll add a magnetic road leading to the entrance of the city.
    Cliffs are done in mudbox and painted in substance painter 2.
    I'm using RTP for ground texture and AFS for grass.

    To do : more cliffs/rocks and boulders. Variations for trees. New plants. Main assets.

    ps: Argonath is a photogrammetry test. I'll remove it after :)

    whca01.jpg whca02.jpg whca03.jpg whca04.jpg
     
    Last edited: May 25, 2016
  2. etaxi341

    etaxi341

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    Wow these are Unity screenshots?!!? :eek: Insane! Looks like real life! Unbelievable what some people can do with Unity! Great work man!
     
  3. botumys

    botumys

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    Thanks !
    I hope pictures are not to dark for you. I think my monitor gamma must be tweaked.
     
  4. virror

    virror

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    Screens looks great!
    Brightness seems fine here
     
  5. etaxi341

    etaxi341

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    Brightness is good for me too! :)
     
  6. Mr-Logan

    Mr-Logan

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    I have two screens, one is an old one that is substantially more dark than my newer one, and it actually works good on both.
    On the dark one it just looks like it has a stronger contrast, which works! =)
     
  7. Brainswitch

    Brainswitch

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    Screenshots look nice, no brightness problems here (not 100% sure of my screen settings, I usually have them set to "as standard as possible" but I know they might have been mixed with recently).
    Are you set on the name Kalymdia? I read that as Chlamydia, and I suspect others might as well (although perhaps not as much as me since I am from Sweden where we spell chlamydia as Klamydia).
     
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  8. RavenOfCode

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    This looks pretty fantastic! Very realistic! Great work! :)
     
  9. botumys

    botumys

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    Cool, thanks for the feedback!

    Indeed, chlamydia is not poetic :D (never type this word in google search image..) The name is not set in stone.
    I change the name. Valymdia seems good too :)

    Thanks you !
     
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  10. nasos_333

    nasos_333

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    Very nice :)
     
  11. siblingrivalry

    siblingrivalry

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    Just saw these. Beautiful stuff as always. Cannot wait to see more.

    General question, not related to the images.
    Are you using TC2, Gaia or any other of the recent tools for Unity?
     
  12. botumys

    botumys

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    Thank you sib.

    I'm using :
    -world machine to generate heigtmaps, splatmaps and normal maps
    -RTP as ground material
    -TC1 to import maps and generate wild grass based on layers
    -I place trees/rocks manually

    I will definitely use TC2 when it is out.
     
  13. virror

    virror

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    This was exactly my thought as well : p I think the name change was a good idea : )
     
  14. Martin_H

    Martin_H

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    I read that before reading the other posts and still my first thought was that it sounds too similar to Chlamydia. I think you should go away from that even further. It too much of a low hanging fruit for bad jokes in reviews.

    Screenshots look nice, but a bit too dark for my taste. You need to accommodate that some people will have monitors that are too dark, and for those the game probably would be functionally unplayable because they can't make out enough information. I use my monitors for print graphics jobs and they should have fairly accurate color representation, and for me its already a bit too dark to be comfortable. So either go a bit brighter overall, or include adjustable gamma, or both :).
    Keep it up, looks promising!
     
  15. botumys

    botumys

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    I'm almost done my rock library. 1 Medium, 3 or 4 small and I finished.
    Rocks are sculpted in mudbox and textured in substance painter. I created a smart material to get the same look for all of them (between realistic and stylized)
    ValRocks2.jpg ValRocks1.jpg
     
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  16. xstar_green

    xstar_green

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    The scenery looks fantastic!!!
    “Actually I'm testing lighting and atmosphere.”
    So,could you please share some experience with us?
    I think that the lighting is very beautiful and ravishing.Have you used GI(baked or Precomputed Realtime)?
    In my opinion,i think you didn't use GI....
    But what methods you have used to make it so nice?
     
  17. botumys

    botumys

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    Thanks Xstar, here some infos:



    I'm using Precomputed reatime GI with very low settings.
    I'm starting by setting the fog according to the skybox.
    For the grass I'm using AFS https://www.assetstore.unity3d.com/en/#!/content/3253
    with approximated translucency on grass.
    After I'm adding ToneMapping and color grading to the camera and tweak filmic curve and color grading.
    Usually, I'm setting shadows color more or less the opposite of highlights (if highlights are yellow, shadows are +- blue/purple) But it's not a fixed rule :)
    Then I add Sun shafts and change directional light position to match shafts orientation.
    After, I add :
    -global fog + height fog with low density
    -Bloom (intensity 0.2 Threshold 0.15)
    -Antialiasing (FXAA1p B + low vignetting effect)
    -HBAO script https://www.assetstore.unity3d.com/en/#!/content/54780 a nice asset to add nice AO effect on grass and trees
    -Amplify color https://www.assetstore.unity3d.com/en/#!/content/1894 to tweak Level Color Grading. in this case I'm using amplify to change only background color by using depth mask to blend mountains with the skybox and set the tonemapper to photographic

    Rendering path : forward
    HDR on.
    color space : linear

    Terrain texture : RTP 3.3 https://www.assetstore.unity3d.com/en/#!/content/5664
    Trees : speetrees

    I hope this helps you.






     
  18. xstar_green

    xstar_green

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    It's my great honour to learn these from your patient reply!Thanks!
    And how long you've spent to sculpt these mountains in WorldMachine?
     
  19. botumys

    botumys

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    Process in world machine is very fast, more or less 1 hour to complete the graph. But for next world, I'll use Terrain composer 2, much more flexible.
     
  20. Martin_H

    Martin_H

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    I don't think these kind of time frames help anyone (not your fault for answering the question). You can open a preset and be done in 10 minutes or tweak stuff 10+ hours. Whether or not the end result matches what you are looking for is something else entirely. I don't think sensible estimates can be made on such things. You'll know how long it took once you are done.

    In which way? I haven't used it, but I'm curious. Is it able to generate tiled meshes as well?
     
  21. botumys

    botumys

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    You right, and it's depend of your knowledge of the tool. In my case, I'm using worldmachine only for the base/ global shape of the terrain. (and normal maps to inject in RTP). The time spend is short. Afterwards I continue to sculpt the terrain in unity. The problem is normal maps and splats that no longer match the topology. Actually I'm using TC1 to regenerate splats and normals.
    With TC2, you can sculpt directly in relatime by using fractals, stamps (from WM or photoshop..). In upcoming version, you will be able to generate all maps you need in realtime and use them in RTP.
    You can of course use multi terrains.
    I invite you to check this video:
     
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  22. Kronnect

    Kronnect

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    Congrats! Really nice shots!
     
  23. botumys

    botumys

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    Thanks ;) maybe one day I'll use you volumetric fog & mist but after all assets I bought my purse is empty now :)
     
  24. jimmikaelkael

    jimmikaelkael

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    Sure, this is great scenery. Outstanding visuals! ;)
     
  25. botumys

    botumys

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    Glad you like :)
     
  26. xstar_green

    xstar_green

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    Hi,
    As you've mentioned above,you used speedtrees.I wonder if you just use built-in speedtree shaders?How about AFS's tree shader?
     
  27. botumys

    botumys

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    Yes, it's built-in shader. I never tried AFS tree shader. I guess the result is better with AFS but you need to prepare mesh and maps to fit afs's workflow and I have to admit that I do not have a lot of time to work on my projects, so I keep workflow simple as possible :)
     
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  28. botumys

    botumys

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    A lot of adjustments for lighting and color correction. New trees.
    valmy10.jpg valmy11.jpg valmy12.jpg valmy13.jpg
     
  29. Kronnect

    Kronnect

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    Cool rocks.
     
  30. botumys

    botumys

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  31. siblingrivalry

    siblingrivalry

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  32. botumys

    botumys

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    Yes it's them. I already updated the package by adding 2 new rocks and in the future I'll add more rocks again.
     
  33. botumys

    botumys

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    First test for the big wall. Texture are wip. I have to populate the ground near the wall with more rocks and trees.

    val20.jpg

    and a fun trick to add moss on my rock : I use uber shader and tweak the snow fx obtain something similar to moss. Now, I can rotate my rocks as I want and moss is always correctly placed :D

    val21.jpg
     
    Last edited: Nov 12, 2016
  34. jdraper3

    jdraper3

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    Gorgeous as always!
     
  35. virror

    virror

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    Now thats a great little trick : D
    Looks a lot more realistic with the "moss" on as well.
     
  36. botumys

    botumys

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    I was not pleased with the previous look. So, I started again some part of the world.

    First : the background, I added more atmospheric touch
    Second: trees. I started trees from begin (I have to add them now)
    Last: the wall, Redish/orange colors help to make a interesting transition between the wall and the sky.
    wall textures are WIP

    Finally I changed 3 ground textures and add plants (not yet include in the world)


    val_newwall.jpg
     
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  37. botumys

    botumys

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    Today I begun the road path. New trees, ground texture and details. I'll certainly place a concrete rock leading to the city wall. Of course all is WIP and I just worked on a small place to test if everything fit together.
    I changed a bit the LUT gradient too. It is not easy to get a nice feeling everywhere :)

    in-game screenshot:

    val_vista1.jpg

    ground close up in scene

    val_close1.jpg
     
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  38. botumys

    botumys

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    The road in construction

    val_vista2.jpg
     
  39. botumys

    botumys

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    Test metal road and lights. ValVista3.jpg
     
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  40. botumys

    botumys

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    Hello!
    I finished the road texture. Today I post a video to show textures in substance painter and the result inside unity.
    As always, I'm using RTP for terrain shading and Uber for assets. At the end, you can see a ship placeholder, it is just to test reflexion probes :)
     
  41. botumys

    botumys

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    First Area almost finished.(I still have to add rocks, broken branchs and plants)
    Here's the reference I'm using as inspiration.
    VALREF.jpg

    And the result.
    ValVista5.jpg
     
  42. botumys

    botumys

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    Forest near the wall almost finish.
    valVista6.jpg
     
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  43. ImAldu

    ImAldu

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    This is so awesome. Very well done..
     
  44. botumys

    botumys

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    Thank you ImAldu !
     
  45. Matt-Roper

    Matt-Roper

    <Of The Graphics> Unity Technologies

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    Love the envirnoment work! We should have a chat sometime and share techniques :) My MMO could definitely benifit from it.

    Edit:

    Just realised your name, I used to love your videos way back in Unity 2/3 on youtube, was a huge inspiration for me :)
     
  46. botumys

    botumys

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    Thanks Matt. When you want :)
    Haa, unity 2.6.(free version) I baked all my shadows and occlusion in maya mentalray (I wrote a tool to export trees from unity in maya to get correct shadows). A lot of fun !
     
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  47. botumys

    botumys

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    Vegetation test. I use AFS for some plants. I'll add more plants using AFS because shadows and translucence.
    ValymdiaTestVegetation.jpg
     
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  48. botumys

    botumys

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    More plants using AFS shader.
    Workflow : unity->Maya->unity (obj export, animation import)
    Spider is a simple placeholder to test ik animation.
    New speedtree trees.
    All is WIP :)

     
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  49. botumys

    botumys

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    Hello, I'm still on my world/short. This time I want to show you wip of my character and a finished location.
    It's a wood man resting on a small rock. I started with the head. I have to finish it before to begin the body of course. I just used a smart material in substance painter to verify material color and reaction.

    Character and set:
    Modeling : maya/mudbox
    textures: substance painter
    Vegetation shader : AFS
    Vegetation models : made in maya
    Trees : SpeedTree modeling
    Ground shader : RTP
    camera fx: Amplify color, HBAO, DOF, unity post processing fx.

    video (1080p):


    the head in mudbox (wip)



    stickManSculpt.jpg

    fast test in substance painter
    stickManPainter.jpg
     
  50. botumys

    botumys

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    Here you can see a new zone : contaminated area. Wood man will discover this place.
    A new zone where I started to add a deadly pond killing trees and animals.
    I finished wall textures and add a lot of new trees made in speedtree modeling tool.

    I have just begun this place, so don't judge global look/composition,lights... everything is still to be done :)

     
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