Search Unity

Digital Landscaping & ArchViz

Discussion in 'Works In Progress' started by SAOTA, Mar 18, 2015.

  1. SAOTA

    SAOTA

    Joined:
    Feb 9, 2015
    Posts:
    220
    I have been inspired by the works I have seen around the interwebz and would in turn like to share some of my experiments in rapid digital Landscaping.


    A Walk through the Woods : Forest Environment

    When I imagine such an environment I think of sunrise or sunset and the fog that settles between the trees.
    Color bleeds from the sky and lush vegetation takes over.


    Screenshot_7.jpg

    Screenshot_4.jpg
    Depth and Fog play an important role in generating the feels.

    Screenshot_9.jpg


    River Environment

    Screenshot_1.jpg

    RiverRScreenshot_5.jpg



    Feel free to ask any questions or give feedback.
     
    Last edited: Mar 18, 2015
  2. Zeblote

    Zeblote

    Joined:
    Feb 8, 2013
    Posts:
    1,102
    Are there meant to be pictures here?
     
    SAOTA likes this.
  3. virror

    virror

    Joined:
    Feb 3, 2012
    Posts:
    2,961
    I see 4 pictures
     
    SAOTA likes this.
  4. SAOTA

    SAOTA

    Joined:
    Feb 9, 2015
    Posts:
    220
    RiverRScreenshot_4.jpg Screenshot_2.jpg



    I try and keep prototyping to 5-10 minutes. And spend another 5 or so on Image Effects and atmospheric tweaking.
     
    Last edited: Mar 18, 2015
  5. gotstyle

    gotstyle

    Joined:
    May 6, 2009
    Posts:
    86
    beautiful!

    is this the standard unity water? Did you model the characters by yourself?
     
  6. Zeblote

    Zeblote

    Joined:
    Feb 8, 2013
    Posts:
    1,102
    Cropped from one of your images:



    What's up with these trees in the distance?
     
  7. SAOTA

    SAOTA

    Joined:
    Feb 9, 2015
    Posts:
    220
    Thanks. It is the standard water included with Unity 5. I just changed the reference to the specular GameObject.

    I think it might be something to do with the Depth Of Field image effect on that camera. Or Ambient Occlusion. Some issues with Speedtree and AO.
     
  8. SAOTA

    SAOTA

    Joined:
    Feb 9, 2015
    Posts:
    220
    Some of my interiors rendered in Unity 5. Realtime GI.

    Screenshot_5.jpg
    Screenshot_6.jpg
    Screenshot_9.jpg
     
  9. SAOTA

    SAOTA

    Joined:
    Feb 9, 2015
    Posts:
    220
    Some more. Realtime GI



    Kitchen.jpg Pool.jpg Lounge.jpg
     
    AdamGoodrich likes this.
  10. SAOTA

    SAOTA

    Joined:
    Feb 9, 2015
    Posts:
    220
  11. SAOTA

    SAOTA

    Joined:
    Feb 9, 2015
    Posts:
    220


    Editor View.
     
  12. feloxy

    feloxy

    Joined:
    Jul 30, 2009
    Posts:
    334
    Really impressed with your results. Are you using free assets? And what's your performance like ? I'm working on a lighthouse scene myself but I am creating all of the assets which is a long process. Also the fog you are using is it the fog that comes with Unity or you made some with particles?

    Thanks,
    Vincent
     
    SAOTA likes this.
  13. feloxy

    feloxy

    Joined:
    Jul 30, 2009
    Posts:
    334
    Forgot another thing, what skyboxes and water are these?
     
  14. SAOTA

    SAOTA

    Joined:
    Feb 9, 2015
    Posts:
    220
    I am. Materials are substances on a custom tessellation shader. Rocks are by Manufactura K4. Plants by Nobiax / Yughues. Grass is a png on a plane. Walls are unity cubes.
    There is no fog in the scene. It is probably the 3 bloom scripts that contribute towards that.

    I made this scene in 2 minutes and spent close to 3 hours on image effects and getting rid of artifacts in the output. (Fireflies etc)

    As for performance. It is a 2m x 2m scene surrounded by a skybox. I get 300fps in editor when game view is maximized.


    Honestly it feels like years ago that I made those. I don't have the scenes and didn't keep track. All i know is that the water is unity water. The skyboxes were most definitely free. The people were quite expensive.

    Regards
    Gerard
     
  15. nasos_333

    nasos_333

    Joined:
    Feb 13, 2013
    Posts:
    8,042
    The final image looks very impressive, good work. I saw the base of the system is rather dark in lighting, can you get the same result by starting at a more vibrand state before filters are applied ?

    Also does Scion do most of the work in getting this look ?
     
  16. SAOTA

    SAOTA

    Joined:
    Feb 9, 2015
    Posts:
    220
    Thanks nasos

    You can yes. It all comes down to color grading and exposure. I was just aiming for dusk/dawn look with heavy contrast.

    Scion does a lot, but Color Suite script does some tone-mapping and adjustments as well.
    Also there are 3 or 4 bloom scripts attached to that camera.
     
  17. nasos_333

    nasos_333

    Joined:
    Feb 13, 2013
    Posts:
    8,042
    You use Unity's bloom or other ?
     
  18. SAOTA

    SAOTA

    Joined:
    Feb 9, 2015
    Posts:
    220


    Here's a draft render of a scene I'm working on. Design by Gerard Slee.
     
  19. SAOTA

    SAOTA

    Joined:
    Feb 9, 2015
    Posts:
    220
    0Unbakedfull.JPG
    Unbaked
    Bakedfull.JPG
    Baked
    BakedfullColorSuite.JPG
    Baked + Color Suite BakedfullColorSuiteScion.JPG

    Baked + Color Suite + Scion
    BakedfullColorSuiteScionDFAO2TSAO.JPG
    Baked + Color Suite + Scion + SSAO

    BakedfullColorSuiteScionDFAO2TSAOSSR.JPG

    Baked + Color Suite + Scion + SSAO + SSR
     
  20. SAOTA

    SAOTA

    Joined:
    Feb 9, 2015
    Posts:
    220
  21. SAOTA

    SAOTA

    Joined:
    Feb 9, 2015
    Posts:
    220
  22. SAOTA

    SAOTA

    Joined:
    Feb 9, 2015
    Posts:
    220
  23. Luckymouse

    Luckymouse

    Joined:
    Jan 31, 2010
    Posts:
    481
    Hi Gerard, I saw you have some really nice panorama view from the camera view, How did you do that? Are you using some kinda of replacement camera shader or other tool?
     
unityunity