A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate
in the Unity community.
Discussion in 'General Discussion' started by Developer007, Jul 8, 2014.
that scene said powered by unity ..... -.-
Why yes, that is Unity 5.0..
its good scene it`s look triple A scene .... does unity 5 make FBX imported like AAA ?
quixel megascan materials,
Of course it does .
shadow what`s 3D editors you use to design Fallen spirit it`s looks good .
you use maya , mudbox ..... ?
Hmm let me think , Zbrush / 3DSmax / Photoshop / Quixel and Maya LT for rigging bipeds.
My it does look fantastic, doesn't it?
I wouldn't mind at all if the next fallout or elder scrolls game used this engine. Unity 5 looks like it is Unity's biggest and most exciting release. I'm so impressed.
I came across this a long while ago, hence why I'm sticking with Unity ..
They could of done a huge mountainous background and added some sweet looking clouds just to really tip the balance between good and gorgeous. But still I see a lot of potential in Unity 5.0 and Quixel .
Mmm, this is nice looking.
Strange though, a lot of games with PBR seem to have this same plastic look to them that this does.
yeah i hope i can take artist`s brain by saw , cuz tutorials take too much time and me no have time ;p
that scene also remaindes me about frostbite engine of assassin`s game
you mean Frostbite as used in Battlefield?
Can someone point me in the direction of a good article about Quixel (and what it can do for Unity 5)? I've seen bits and pieces, but I'm not 100% sure what it is/what it replaces/why it's so great etc.
How does it compare to current tools/technologies?
Quixel in essence is a texturing suite with PBR calibration tools built on top of photoshop, you assign color ID's to different meshes and apply different materials to them. Once in Quixel you preview with 3DO once you have generated your AO / Normal maps and Color map. Beauty is you can layer materials to add rusty effects / scratches etc.
It's a very quick and easy way to texture models in short.
aah anvil engine i remember , did Quixel only used for texture or can sculpting and make meshes like Maya
It can't I'm afraid it's texturing only, there are too many bloody art tools.. Can't someone please just collate them, make a Unity 3D modelling suite with everything in..
I'll throw money at you ..
I'm wondering what exactly was performed by Unity 5.0 in that screenshot, so others would say Unity 5.0 made a big step.
For me it just look like a lot of art work. Are there any visible special effects, filters, technologies which are not present in Unity 4.5?
@robhuhn - yeah, my initial thought was "that's been built especially to look good - probably 1fps and a lot of artist time"
I've had that conversation so many times. So, so many.
Unity, SideFX,, Allegorithmic & Pixologic merger. That might jump start things. I guess add Quixel to round it up.
I really need to make a thread on this, it seems most devs don't understand what is artwork and what is tech. Not trying to be rude, because it's very confusing..!
The image is from a work-in-progress realtime demo that was given a sneak peek at this year's GDC.
This is all off the top of my head, but from what I remember this image is showing off the new Standard Shader and PBR pipeline at work, use of Quixel Megascans data, baked lighting with a fully dynamic realtime sun, as well as some image effects goodness.
Ooooohhhhh my goodness my games will look soooo great now omg. My game is using only solid colors so basically I only use one material 512 X 512 for my whole game. That is super efficient which gives me a lot of room for special effects like the ones in this picture.
On top of that, it is a 2.5D game so basically most of polys aren't visible, so I can take those out and I would end up with a game that's about 5k polys for the whole game. With all that room for effects, I can totally use almost every image effect and realtime lighting while maintaining a constant 60 fps 1080p. My gosh I love Unity
Physically based shading is clearly in play here, for one.
That's hard to see real material difference wood house, wood pieces, and terrain floor material where ther is no water don't look so special. I think we can do such wood material and look using Lux framework ?
Still looks like I need to work on a better anti-aliasing post, quite a lot of jaggies on the picture.
can u explain about anti-aliasing , idont prefer it , cuz scene looks blur ... idk
What? Anti aliasing is great. It is supposed to smooth out edges in polygons.
Agreed. They havn't said anything about it, but it's something I really hope will be integrated to Unity 5 in a improved way. Especially SMAA and TXAA would be nice to have! It's what I don't like about this screenshot here either, too many jagged artifacts. Other than that it's very nice.
go to https://www.assetstore.unity3d.com/en/#!/content/29140 to download this scene
At the time this thread was created I don't believe the scene was available on the store.
Has it been downgraded before releasing? The original image looks much better than the one on the asset store.
Does the asset loads correctly ? Are the shaders working good and the scene not broken ?
It is a total mess with BlackSmitgh broken demos
Well if they used quixel megascan maybe they don't have the right to package the textures with it, so they put in some lesser quality ones.