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Manila Southwoods first steps...


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#81 Birdie

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Posted 23 May 2019 - 11:07 PM

Some more wip's.

The big challenge is still to get it look right from any point of view. What it still doesn't atm...

I will probably give precomputed illumination a shot and see what it can do.

 

kd7JRNs.jpg

mzqDqDF.jpg

kyrAqbX.jpg

2SkgQ8Y.jpg


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#82 DPRoberts

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Posted 23 May 2019 - 11:21 PM

Birdie, in Scioto, I settled on using the Unshaded shader for the grass. It will still receive shadows but ignore lighting angle.

The problem for me was the lighting making the grass appear too dark and not matching the texture in the distance.

I have also removed the detail map because it will unnecessarily brighten the texture in the distance. Fresnel has been set to 0.

Yes, this sort of "dulls" the distance texture a bit but the near view is such a focus now that it makes sense, I believe.
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#83 DPRoberts

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Posted 23 May 2019 - 11:25 PM

Regardless, whatever you are doing, it still looks great! I think you're managing that short grass much better than I am. That second pic from above view is pretty epic!


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#84 DPRoberts

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Posted 24 May 2019 - 12:58 AM

Back tracking a bit on detail texture statement above. I am experimenting for the 3dg tutorial and realize that using a modified map of Slewin's, I can lower the contrast and remove highlights and I get a map that acts fairly "flat". And, allows sparsely planted to look decent.
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#85 Buck

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Posted 24 May 2019 - 01:00 AM

Birdie - that grass is looking absolutely phenomenal - truly
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#86 Buck

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Posted 24 May 2019 - 01:01 AM

kyrAqbX.jpg


I mean - this shot....for real?

That looks INCREDIBLE

That's one of the most realistic looking pics I've ever seen out of PG
(ignoring Harry and acknowledging the lighting engine is what it is)
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#87 SebGOLO

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Posted 24 May 2019 - 08:42 AM

Lovely stuff.


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#88 Joe Habiger

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Posted 25 May 2019 - 12:25 PM

Regardless, whatever you are doing, it still looks great! I think you're managing that short grass much better than I am. That second pic from above view is pretty epic!

 

No shit, holy **** balls...


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#89 Joe Habiger

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Posted 25 May 2019 - 12:27 PM

I mean - this shot....for real?

That looks INCREDIBLE

That's one of the most realistic looking pics I've ever seen out of PG
(ignoring Harry and acknowledging the lighting engine is what it is)

 

What i'd like to say right now I can't say because it involves a certain simulator company.. But holy crap I can't believe this, I need to go download this shader right now and wait for some tutorials..lol

 

I just can't stop looking at this screenshot!! I just want to shit my pants right now.........................


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#90 Buck

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Posted 25 May 2019 - 02:54 PM

@Birdie - you giving that precomputed lighting thing a try?

I'm curious to see how that works out.

 

I've personally been going more and more with dynamic skies off anyhow, as it has so many oddities and I'm sort of just enjoying seeing the planned out "how I want my course to look" thing from designers.

 

But, I would be excited to have more than one time of day/situation choice for a course.


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#91 clint

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Posted 25 May 2019 - 03:27 PM

Looks so natural. LOVE it.

 

Can't wait to play a round of golf in Manila.....


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#92 Birdie

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Posted 25 May 2019 - 04:02 PM

@Birdie - you giving that precomputed lighting thing a try?
I'm curious to see how that works out.

I've personally been going more and more with dynamic skies off anyhow, as it has so many oddities and I'm sort of just enjoying seeing the planned out "how I want my course to look" thing from designers.

But, I would be excited to have more than one time of day/situation choice for a course.


I didn't really test the precomputed lighting so far. I probably have to prepare terrain, objects, culling masks carefully as the precomputing alone can take hours... But I want to give it a try for sure, just like you as I'm curious to see how it looks or if it works.

Last night I was testing with an additional directional lighting to get the grass look right from all viewing angles. It definitely is much better already and I hope I can optimize it some more after my son is sleeping...

There are other things which I consider to try but the nights are short and the builds take soooo long...
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#93 SebGOLO

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Posted 20 June 2019 - 01:39 PM

update progress is very much needed :) 


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#94 Birdie

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Posted 20 June 2019 - 09:53 PM

Slow progress. Exclusively testing water settings these nights. The problem is it often looks really different in Unity compared to in game.

 

74GWXSC.jpg


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#95 Birdie

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Posted 20 June 2019 - 10:12 PM

Here is one example of Unity vs in game look...

nfebHKg.jpg

sGfh5XU.jpg


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#96 SebGOLO

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Posted 20 June 2019 - 11:33 PM

wow, very fine details. Exotic touch :)   Really looking forward to playing this gem.


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#97 jspirate

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Posted 21 June 2019 - 01:36 PM

Slow progress. Exclusively testing water settings these nights. The problem is it often looks really different in Unity compared to in game.

 

 

I agree... and when you use the Unity preview the camera gets all borked and ends up tilted 45 degrees or some such angle.

Then, if you render and preview the specific detail you are working on, you end up in this huge time-sync that kills the pace of progress.  So, you work on a number of things before rendering and then forget what needs to be looked at since the last render

 

LOL, its amazing that I enjoy it so much.


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Courses:

Bradford Links - released

Ironwood - released

Cypress Landing - released (also available in a 3DG version)

Crow's Nest - released


#98 Birdie

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Posted 21 June 2019 - 02:00 PM

I agree... and when you use the Unity preview the camera gets all borked and ends up tilted 45 degrees or some such angle.

Then, if you render and preview the specific detail you are working on, you end up in this huge time-sync that kills the pace of progress.  So, you work on a number of things before rendering and then forget what needs to be looked at since the last render

 

LOL, its amazing that I enjoy it so much.

The camera is not the problem for me. It just starts where the camera is aligned to when hitting play (if you mean this?). The water i showed is an extreme example but it's generally not easy when finetuning colors or shadows because there is always more or less mismatch from Unity to game.

But i like it too! :D



#99 jspirate

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Posted 21 June 2019 - 05:37 PM

Yeah... I am Ok with setting camera to view.  Its once I start flying around that it goes all batcrap crazy.


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Courses:

Bradford Links - released

Ironwood - released

Cypress Landing - released (also available in a 3DG version)

Crow's Nest - released


#100 Birdie

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Posted 21 June 2019 - 06:29 PM

Just curious, do you fly around in scene view or game view? I think I saw several videos where users were flying around in game view with play activated iirc. But mine seems locked somehow?




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