ManUnkindH
Member
Wait, is there a new Unreal Tournament out?
No, i'm not thinking about PBR.You're thinking of PBR, not photogrammetry. There is nothing in SC's engine pipeline comparable to photogrammetry that I'm aware of.
Battlefront might be best looking so far but there are games with better character model than Battlefront.
Also every character in the game including NPCs having the same fidelity as a Tier 0 character from a cutscene? eh I don't believe it.
No, i'm not thinking about PBR.
You are right with geometry, but it cant be easily used with Star Citizen art style. They could maybe use it for some props.
We dont know what they are using for Planetary exploration and Tessellation + PoM + PADM can give similar effect to photogrammetry, but probably its more consuming in terms of creation.
It sucks how I had to buy Battlefront on PS4 due to friends and higher player population.
Battlefront might be best looking so far but there are games with better character model than Battlefront.
Also every character in the game including NPCs having the same fidelity as a Tier 0 character from a cutscene? eh I don't believe it.
Where did You get this info? I havent heard about it.They won't all have the same fidelity. AFAIK there are 3 tiers, Tier 0 for heroes, Tier 1 for important NPCs and Tier 2 for background NPCs
Where did You get this info? I havent heard about it.
Where did You get this info? I havent heard about it.
They mentioned it during Citizencon.
It's the photogrammetry that sets Battlefront apart from the rest. Without it, other game developers will have to work extra hard to pull off similar results. PBR isn't enough.
I could quite easily imagine that some random UEE Marine does not look as good as a Tier 1 even, but that would be pretty normal in a larger cutscene or gameplay area.
I am gonna disagree here. Photogrammetry, afai understand it, is just a great starting point to get 1 material into a game, with one albedo colour into a game. If you have a catalogue of said material already built out of some well tuned reference, there should be little to no difference. Also, you wont have to spend hours cleaning up reference images so they work in all lighting conditions.
I was under the impression that while photogrammetry is indeed incredible, it is really mainly a means of bringing assets into 3D rendering while retaining complexity and realistic material lighting that still utilises the likes of PBR and tessellation for the actual rendering. Insomuch that something like Battlefront succeeds by using photogrammetry on real props and real locations that we're all very familiar, but there is in theory nothing stopping the perceived quality achieved by photogrammetry by being matched with PBR and tessellation values on an asset constructed from scratch. So for example a tree on Endor's moon in Battlefront might have started with photogrammetry, but there's nothing really stopping a similar level of quality from being achieved in another tree built from the ground up should the artist have appropriate talent and the tools/engine advanced enough.
I do believe that they also use lighting tricks to generate roughness maps. As in they shine point lights at various angles on the object surface and then remove the albedo map.
Isn't that how material references are created anyway? I remember the a similar process was generated for MGS V... albeit... they did not have it so hyped and did not name it photogrammetry. Aren't there also commercial libraries for these things generated by the natural sciences or otherwise where they generate their material references in a similar way?
Phtogrammetry^TM: Creating "Hero" Rocks One Roughness Map at a TimeBut if you're generating a digital representation of a specific rock formation, then you'll want a roughness map that corresponds to the specific object as it won't have uniform surface properties.
Phtogrammetry^TM: Creating "Hero" Rocks One Roughness Map at a Time
Yup. But unlike human/creature models you can orient them at any angle to create new heroes. You can probably stretch them or compress them to create new rocks.
https://www.unrealengine.com/blog/creating-assets-for-open-world-demo
They don't go into details here, but I swear I saw a video of somebody doing that stuff.
Wait, is there a new Unreal Tournament out?
Hurricane in the forest?Witcher 3 looks great.
I swear I saw that video as well now that I think about it...
One thing I am partially curious about, is how hard it is to get residual lighting informatoin out of a photo used for this process? It surely is always there.. so minimizing it to a great extent has to be a top priority.
Battlefront maxed out on a 1440p g-sync monitor was beyond my wildest dreams. Nothing has ever looked that good.
It's called wind, it happens outside of hurricanes too believe it or notHurricane in the forest?
...but then you have to actually play Battlefront.
...but then you have to actually play Battlefront.
Just play the campaign on easy and enjoy the graphics
Just play the campaign on easy and enjoy the graphics
Hurricane in the forest?
Just play the campaign on easy and enjoy the graphics