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Can graphics like this exist in Unity?

Discussion in 'General Discussion' started by NacionalistaMS, May 29, 2014.

  1. NacionalistaMS

    NacionalistaMS

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    I want to know if this style of graphics (Like "GTA V" and "WarZ") are possible in Unity Engine, tell me if you know about an asset like this in the Store, please:

    $thewarz.jpg
    $Grand-Theft-Auto-V-14-11-12-002.jpg
    $2552419-9299669963-Grand.jpg
    $GTA-V-new-screenshots-shows-miniguns-scuba-diving-sky-diving-more-5-1024x576.jpg
    $GTA-Landscape.jpg

    I mean mostly the Sky effect, thanks.
     
  2. chrisall76

    chrisall76

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    Basally, yes. Right now in the 4.x series it would require alot of tweaking, but in Unity 5 it should be easy if you have the skills to make the stuff needed.
     
  3. goat

    goat

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    Looks like asset store and Unity assets used. Nothing special.
     
  4. raybarrera

    raybarrera

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    I'd say probably not.

    I mean, yeah you could get a screenshot to look like that, sure, but to actually get to perform decently... I'm not convinced.
     
  5. pKallv

    pKallv

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    Anyone that have any tutorials to do these or pictures how these mega landscapes or cities are constructed and looks in the editor?
     
  6. Dabeh

    Dabeh

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    Yes.
     
  7. Graham-Dunnett

    Graham-Dunnett

    Unity Technologies

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    I'm certain that skilled artists and creative shader writers can produce artwork that looks amazing in Unity.
     
  8. ippdev

    ippdev

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    I could do this..so yes..it can be done. and with a decent framerate. It is a know your art assets pipeline and in engine toolset deal.
     
  9. Deleted User

    Deleted User

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    I'd love to see it. (P.S you can't use Unity 5.0 that's cheating).
     
  10. sandboxgod

    sandboxgod

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    You'd have to be a whiz like Micheal O I think.



    Question is- Do you think his stuff looks as good as the photo samples in the original post? Because Micheal O has put out some of the best stuff I've seen.

    [edit] Btw this should answer your question. Just look for Micheal O's assets in the Asset Store. He has all kinds of environments. Note- those films are all mostly rendered in Unity Pro. You can find Unity Free compares on Youtube though normally
     
    Last edited: May 29, 2014
  11. BrUnO-XaVIeR

    BrUnO-XaVIeR

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    Funny thing is nothing from those GTA5 screens are nextGen stuff. Just great models and anti-aliasing is better than Unity's.
     
  12. Deleted User

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    Very true, a lot of it is great terrain from the likes of a heightmap / worldmachine type of program. Some well done splatting / texture assignment, some half decent models and speedtree. Nothing you couldn't do now if you had the time and money..

    As for the AA, if the Xbox version of GTA5 is anything to go by then no. It's no better than Unity, it's easy to get a screenshot / still looking great it's not so easy to make a moving game look so good.

    Then again the water and general post / lighting / effect entities is way better than anything I've seen come out of Unity. But as you say, there is nothing there that couldn't be done. Bar the shear size of it!

    @ Sandboxgod, Micheal O must be doing post video processing. You open up the demo scenes, whilst they are good they are never anywhere near as clean and atmospherically enticing as the videos are.
     
    Last edited by a moderator: May 29, 2014
  13. PrimeDerektive

    PrimeDerektive

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    Not besides transitions and camera behaviors (unless you don't have pro, because then you're missing out on all the image effects). I think what you're referring to is just the difference between cinematic presentation and actually playing something, and I think that applies to most games, too. GTAV did not look nearly as good to me during play as it did in trailers and screenshots, nor watch_dogs.
     
  14. Deleted User

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    I do have Pro and I know what post / cinematic effects they add it's not anything new. I'm not sure if Micheal O does the same?
     
  15. Sisso

    Sisso

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    Agree. The press screenshots are always fantastic, even in mobile games.

    Many of them probably are generating using special features in a very high resolution and later improved by a artist.
     
  16. sandboxgod

    sandboxgod

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    Micheal O doesn't does not add extra effects to his vids as far as I know
     
  17. sandboxgod

    sandboxgod

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    This guy is the shiznit as well and his assets are very popular

     
  18. goat

    goat

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    Yes by nothing special I don't mean the art work isn't good I mean it's easily and commonly available. I am also used to seeing DAZ / Poser have this look for a very long time now. Michael O and a few other artists in the Asset Store is what I'd buy if I wanted a looking trending towards realism. A lot of that is also having a computer that has the horsepower to do those scenes. I could buy Michael O assets and use his demo scenes untouched but could get his 'look' because I don't have Unity Pro and my computer don't have the horsepower.

    That said the first picture of the first post is over the top in using gore to sell games. The blood actually looks more like some species of red lichen than blood.
     
    Last edited: May 29, 2014
  19. ippdev

    ippdev

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    See the video below your original post by Michael O. It can be done and with a decent framerate. I have been trained as a classical oil painter since the age of five. It takes an eye to do this kind of work and not just pumping assets onto a terrain. I have that eye and it has what paid my bills for 35+ years. I took all the screenshots sent to clients into iPhoto yesterday and did a webpage dump of a few hundred of them here.
    http://www.mindreleaselabs.com/GameArt/index.html

    I do have an ideal terrain that would fit the bill but have to find out why the terrain collider suddenly stopped working prior to uploading as a demo. The vegetation shader also turned a translucent white as well.. Not something I could control as it was the engine core physX and rendering causing these issues across all veg shaders and resetting the terrain collider did not fix it at the time.. Will have to recheck it 4.5 and see if it was one of the dozen of things fixed.

    The trick with good looking grfx for world building is to use a proper combination of terrain shaders and textures to give natural variance. To use an exponential fog that matches the skybox as though the skybox is lighting the fog with a shade of it's main color and make use of one of the fog height shaders to get the haze around the city. The city itself can easily be very low poly with good textures and outstanding normal maps. For detail work it is best to prebake ambient occlusion into the main textures, use fake reflection with dynamic specular's to simulate reflective metals using Fliter Forge as a texture map generator. Use references, build and tweak and then refer to references again..wash rinse and repeat. It simply takes work and a good eye as well as judicious use of the limited lighting tools Unity offers. I prefer to set the player to Deferred Rendering and Linear to get more realism and to Gamma for brightly colored environments. Beast was sometimes helpful but on a huge terrain with hundreds of objects the file size climbed for the lightmaps generated. Occlusion Culling is helpful but the terrain needs to be set up properly to take advantage of the methods it uses. Lots of occluding buildings and hills works fine..too open and it choked or didn't show chunks when it should have..
     
  20. Deleted User

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    I know it can, I have the asset packs. All of them! Including the top down ones. If you use these assets in the likes of CryEngine they look nothing short of stunning in game. But we are talking about Unity here, anyway we'll see what Unity 5.0 adds to the cards.
     
  21. hippocoder

    hippocoder

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    100% certain you can't in current unity, pull off GTA 5 at the same framerate. The engine for GTA 5 is tailored especially for streaming, and is running on some seriously old hardware!

    Visually, yes it can be done, practically identical - of course. We're talking about speed and target specs at this point, and I don't think it's realistic to assume Unity (or even it's competitors) would be capable of it without some serious engine work.

    If Unity enables us to dig that deep without source is entirely another question for another thread.


    If your goal is a desktop title emulating the look of GTA 5 on xbox 360, then I'd say it's practical in Unity with a lot of work :) That game took significant resources to make.
     
  22. sandboxgod

    sandboxgod

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    @ippdev, I like your art. I will bookmark this
     
  23. SmellyDogs

    SmellyDogs

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    So I'm not the only one who thinks that. There are tricks to make things look good in a video but having a working demo look as good is totally different. All these super cool demo videos are about half as impressive as the real thing. That's why I get kind of meh when see these cool new screenshots of someones new (alpha stage) game.
     
  24. SmellyDogs

    SmellyDogs

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    I bet Unigine could do that. Its geared towards open world streaming.
     
  25. makeshiftwings

    makeshiftwings

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    I don't think he's cheating. I have the Autumnal pack and that's pretty much what it looks like. Is there anything specifically in the video that you think is faked?
     
  26. Deleted User

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    I wouldn't say faked, just improved. His work is great I've tried these packs in CE / UE4 etc. and they look damn good, but in the videos it looks more like it was rendered in a technically superior engine to Unity (Even though I doubt it is), The little things like the lighting, how smooth the aliasing is. As soon as you open Unity up and play around the exact same demo scene it looks far more made in Unity. :D

    I'm not saying it's night and day, it just looks improved for the vids.
     
    Last edited by a moderator: May 29, 2014
  27. makeshiftwings

    makeshiftwings

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    I don't know, it looks pretty much the same to me, at least in a full build at Fantastic settings. Maybe it's just my poor eyesight, or as I like to call it, free full-screen anti-aliasing. ;)