• Intro Deus Ex HR Level recreated in Unreal Engine 4
    27 replies, posted
[video=youtube;tjTQwZRUfb8]http://www.youtube.com/watch?v=tjTQwZRUfb8[/video]
Oh fuck. [editline]30th April 2014[/editline] UE4 really is amazing, and so is Quixel.
This is really great, but is there anything that makes it UE4 only? Could the same quality be achieved in Source or Unity?
Textured in 1 day? Do they actually mean 1 day or just 24 hours because that seems fucking ridiculous
In their other videos, the program did look easy to use in my opinion
that looks very nice, but it's not all that impressive to have this level of realism when the environment is a small, completely sterile, metallic futuristic box. i'd like to see a rendering of an exterior or something a little bit more "expansive"
[QUOTE=cdr248;44688009]Textured in 1 day? Do they actually mean 1 day or just 24 hours because that seems fucking ridiculous[/QUOTE] It probably could be done withhin 24 hours but it's a lie they managed to do it on this environment - the polycount thread on this was a progress over a week or so with feedback from other members to bring it to the shown quality. [QUOTE=Adam.GameDev;44687996]This is really great, but is there anything that makes it UE4 only? Could the same quality be achieved in Source or Unity?[/QUOTE] You could create look-alikes in Source or the current public Unity engine, but they won't have metals that look nearly as beautiful/realistic. The physically based lighting of UE4 and the next Unity Engine make use of more extensive and realistic reflections which aren't possible on older engines.
[QUOTE=13illay;44688167]that looks very nice, but it's not all that impressive to have this level of realism when the environment is a small, completely sterile, metallic futuristic box. i'd like to see a rendering of an exterior or something a little bit more "expansive"[/QUOTE] I think indoors are usually harder to make look realistic than outdoors, I mean look at the difference of realism in all the Crysis games when it comes to outdoor jungle foliage vs indoor corridors. Same situation with the Metro games, imo most engines render outdoor expansive environments better than their close quarters counterparts where textures are all close up. Hence why I'm impressed by this.
the graphics were so amazing that even their demo PC couldn't keep a good framerate
Looks great. I've always been wondering though, is there something about the way Unreal does shading that gives some reflections and shiny materials a distinct look? It's gotten less and less noticeable but I've never quite figured out if it was just a coincidence related to art assets.
Everything is chrome in the future!
I just got into UE3 for RO2/RS. I gotta say compared to Hammer Editor and Creation Kit/GECK. It's a lot more powerful. Their a lot of stuff I already knew about UE in general and as for UE3 to UE4 the editor for the most part is the same. What I really love the most is the ability to create dynamic materials using variety of textures and effects.
most games fail to give a smooth feeling movement for the player, or smooth animations with the right amount of blur in them, thats why so many good looking games still feel clunky and with that, still old even though they have decent graphics
[QUOTE=cdr248;44688009]Textured in 1 day? Do they actually mean 1 day or just 24 hours because that seems fucking ridiculous[/QUOTE] It was textured with the help of quixel suite which has lots of pre made materials and is basically made for quick texturing
[QUOTE=Dippeggs;44688704]Everything is chrome in the future![/QUOTE] [media]http://www.youtube.com/watch?v=_p6tvs-qjpA[/media]
[QUOTE=Adam.GameDev;44687996]This is really great, but is there anything that makes it UE4 only? Could the same quality be achieved in Source or Unity?[/QUOTE] Lol, practically impossible. Maybe not Unity 5 though.
Man, I would kill for a full remake of DXHR on a newer engine, that game has some positively jaw-droppingly beautiful pieces of setwork and scenery that would be incredible on a new engine.
i thought this was the first level of the original DX, now i am sad
[QUOTE=ZombieDawgs;44690902]Lol, practically impossible. Maybe not Unity 5 though.[/QUOTE] Unity 5 is going to be pretty up there in terms of quality. The current version of Unity can already handle some very fancy effects. Our coder has been playing with ways to fake raytraced reflections ever since he saw that one Satellite Reign dev video. It's nowhere near UE4 in terms of quality though.
Why must everything in this engine filled with fucking bloom everywhere
[QUOTE=Super Muffin;44691588]Unity 5 is going to be pretty up there in terms of quality. The current version of Unity can already handle some very fancy effects. Our coder has been playing with ways to fake raytraced reflections ever since he saw that one Satellite Reign dev video. It's nowhere near UE4 in terms of quality though.[/QUOTE] ue4 uses a combination of environment probes + screen space reflections + area specular - it's very possible in unity 4, much cheaper than raytraced reflections, and practically impossible in source for a myriad of reasons other than its bdrf [QUOTE=Im Crimson;44688594]Looks great. I've always been wondering though, is there something about the way Unreal does shading that gives some reflections and shiny materials a distinct look? It's gotten less and less noticeable but I've never quite figured out if it was just a coincidence related to art assets.[/QUOTE] UE3 did not readily support environment probes / cubemaps so most of their specular had to be point-spec or go through the trouble of setting up separate materials per environment that probably attributed to the whole plastic look as point spec is insufficient for convincing metal
that level of detail, jesus christ. also, [IMG]http://i.imgur.com/QgMpx6m.png[/IMG] were they sponsored by Dyson or something?
[QUOTE=Polonium9;44691928] [image of a sexy vacuum] were they sponsored by Dyson or something?[/QUOTE] That's just the general design of most vacuums now. I saw a Dirt Devil the other day were the tank was the same design.
[QUOTE=Ignhelper;44691819]Why must everything in this engine filled with fucking bloom everywhere[/QUOTE] Because someone out there thinks that blinding light is the future of game engines.
[QUOTE=Zombii;44690928]Man, I would kill for a full remake of DXHR on a newer engine, that game has some positively jaw-droppingly beautiful pieces of setwork and scenery that would be incredible on a new engine.[/QUOTE] Uhm, DX:HR came out in like 2011? Let's get a remake of the original, if anything.
[QUOTE=13illay;44688167]that looks very nice, but it's not all that impressive to have this level of realism when the environment is a small, completely sterile, metallic futuristic box. i'd like to see a rendering of an exterior or something a little bit more "expansive"[/QUOTE] except it is because this level of visuals is still only currently possible with UE4. to say "pfft well it's a small indoor environment so whatever it's not impressive", as though it could be done in any engine, is just silly indoor environments, especially ones involving metals and reflections, are way harder to make look realistic than outdoor environments anyway
i'd be pissed if i had to work all day in such a reflective environment. so bright. sensory overload every 20 minutes
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