Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We are updating our Terms of Service for all Unity subscription plans, effective October 13, 2022, to create a more streamlined, user-friendly set of terms. Please review them here: unity.com/legal/terms-of-service.
    Dismiss Notice
  3. Have a look at our Games Focus blog post series which will show what Unity is doing for all game developers – now, next year, and in the future.
    Dismiss Notice
  4. Join us on Thursday, September 29, for a day with Unity's SRP teams here on the forum or on Reddit, and discuss topics around URP, HDRP, and the Scriptable Render Pipeline in general.
    Dismiss Notice

[Environment] Hornwall Castle

Discussion in 'Made With Unity' started by Nova-Shade, Dec 14, 2019.

  1. Nova-Shade

    Nova-Shade

    Joined:
    Oct 15, 2015
    Posts:
    136
    Hi Unity people, it's environment time !

    I recently came across a beautiful concept art made by Santa Norvaisaite (https://www.artstation.com/artwork/xz9m0X) and felt in love with the atmosphere. I usualy base my environments on several reference / insipirations, but this time I really wanted to reproduce and keep the exact same feeling of this concept art only. I asked her the permission and here is the result a little time later.

    Beforehand notes :
    - Screenshots have a 3000 pixels width if you click on them
    - It's in Unity 2019 LWRP
    - I used a lot of Megascan props to populate the terrain
    - Specific items such as the Castle/sky/water/paticles has been made from scratch

    First shot is based on the exact same point of view :



    And then I wasn't sure I would do it at first.. but I gave a go to a FPS view closer to the castle, with a more detailed scene :



    If you want to fully permeate the place, here is a video with the landscape animated things / some sound / small camera movement :



    If you have some points that look shady to you or not well explained or simply suggestions , please say things here in this thread I will give answers

    Intereactive BREAKDOWN here : https://novashade.itch.io/hownwall-castle-breakdown

    If you want to stay connected :
    Twitter https://twitter.com/CorentinClays
    Asset Store https://assetstore.unity.com/publishers/17229
    ArtStation https://www.artstation.com/corentinclays
     
    Last edited: Dec 16, 2019
    soleron, Flurgle, zakdank and 2 others like this.
  2. koirat

    koirat

    Joined:
    Jul 7, 2012
    Posts:
    1,739
    This is awesome!

    Would you mind sharing the details of tech (postprocess, light and so on) you are using ?
     
  3. MxHarr

    MxHarr

    Joined:
    May 28, 2019
    Posts:
    4
    Looks amazing! Would love to see more of a breakdown/process.
     
  4. Nova-Shade

    Nova-Shade

    Joined:
    Oct 15, 2015
    Posts:
    136
    @koirat @MxHarr
    I just did some kind of interactive breakdown , it loads automatically in your browser : https://novashade.itch.io/hownwall-castle-breakdown
    Concerning all the others informations here is it :

    Softwares
    It's Unity 2019 LWRP (Started with HDRP and realised the bloom was F***ed up and many post process things not functional at the moment)
    I used Shader Graph for custom shaders BUT should have used VFX graph.

    Lighting
    More basic that you would imagine. I didn't felt the need to have GI so it's basically a single directional light with soft shadows lol, with some basic ambient light. the only thing worth mentionning is the fact that the front face of the castle is not lit by the sun (it's at 90° degrees from it) So i cheated with a custom shader on the castle that give a light boost based on the axis of the front face. There is also an ambient occlusion baked on UV2 for the castle.

    Post process
    Quite basic too : A red Bloom with custom lens dirt for the first screen, Tonemapping / Color grading , Grain and Chromatic aberation.
    You could think there is some kind of volumetric fog but there is not. This is the classic linear fog and at the front this is some smoke particles on the ground that blends softly.

    Assets
    All the props to populate the terrain are photogrametric models that comes from Megascan. I would not have the time to properly model nor achieve such realistic level by myself so easily. Since it was a scene composition exercice this was not the goal.
    The things I made 100%from scratch are:
    - The castle (In blender)
    - The water with its custom shader
    - The skydome and the sun are hand made too (The sun has been separate on a plane with a shader that blends it)
    - Also, huge cheers for the crows assets : https://assetstore.unity.com/packages/3d/characters/animals/bird-flock-crow-4022
     
    Last edited: Dec 16, 2019
  5. zakdank

    zakdank

    Joined:
    Jan 25, 2011
    Posts:
    46
    You've done an excellent job of retaining the concept's feel. Well done!
     
  6. Nova-Shade

    Nova-Shade

    Joined:
    Oct 15, 2015
    Posts:
    136
    koirat and soleron like this.
  7. soleron

    soleron

    Joined:
    Apr 21, 2013
    Posts:
    466
    Looks very nice, especially since it is LWRP.
    I would replace the hopeful morning bird chirp with the cawing of crows to match the dark mood.
     
unityunity