This is just a demo I guess but the interior lighting is way too dark for what you would expect for all those open windows everywhere - the light would be more diffused around the place - more like ray tracing I guess which I understand is expensive so maybe just reduce the darkness of the shadow map areas. Can the directional lighting on the inside be made to bounce around at all or maybe just have to use point lights on each window ? Another idea might be good solution is to use baked shadow maps that can still dynamically interact with directional lighting, ambient lighting and point lights etc. The baked shadow direction would change over time of course for day/night cycles so have the ability to recalculate baked shadows whenever you want like every few seconds or something...
In found using Gigapixel AI for low res textures - use low resolution pass first to max 1k (from 512) then use standard for 2k and 4k upscaling - seems to have more definition that way...I tried using 256x256 but found just too low res for upscaling purposes.
I am, and will always be a fan of the PS2/PS3/GameCube era of graphics. Maybe photo-sourced, but then modified and painted by an artist to fit the theme, to create a cohesive tileset. One of my favorite examples of that era of graphics isn't from a console game, but a MMORPG - Lineage 2. The texture art in that game is phenomenal. To paraphrase Josh, graphics technology looks good while it's "new" but inevitably looks outdated over time. Solid artwork always looks good. The tech should serve the art style, not define it. I really *hate* the obsession with ultra photo-realism that's been going on. Sure, the graphics tech is impressive. But it's not fantastical. It doesn't stir my imagination. It's not taking me somewhere I can't go in reality.
This is just a demo I guess but the interior lighting is way too dark for what you would expect for all those open windows everywhere - the light would be more diffused around the place - more like ray tracing I guess which I understand is expensive so maybe just reduce the darkness of the shadow map areas. Can the directional lighting on the inside be made to bounce around at all or maybe just have to use point lights on each window ?
Another idea might be good solution is to use baked shadow maps that can still dynamically interact with directional lighting, ambient lighting and point lights etc. The baked shadow direction would change over time of course for day/night cycles so have the ability to recalculate baked shadows whenever you want like every few seconds or something...
Each probe volume can be adjusted. :) There are also some settings for light propagation we can adjust.
Thanks for sharing, love the content.
feels like im looking at half life 2 screenshots
Thank you for the great compliment. We are adding models to the scene to make it look more populated.
In found using Gigapixel AI for low res textures - use low resolution pass first to max 1k (from 512) then use standard for 2k and 4k upscaling - seems to have more definition that way...I tried using 256x256 but found just too low res for upscaling purposes.
Thanks for the tips!
I am, and will always be a fan of the PS2/PS3/GameCube era of graphics. Maybe photo-sourced, but then modified and painted by an artist to fit the theme, to create a cohesive tileset. One of my favorite examples of that era of graphics isn't from a console game, but a MMORPG - Lineage 2. The texture art in that game is phenomenal.
To paraphrase Josh, graphics technology looks good while it's "new" but inevitably looks outdated over time. Solid artwork always looks good.
The tech should serve the art style, not define it.
I really *hate* the obsession with ultra photo-realism that's been going on.
Sure, the graphics tech is impressive. But it's not fantastical. It doesn't stir my imagination. It's not taking me somewhere I can't go in reality.