@3ruyan Wow, that looks incredible! How did you get so good at environment shaders, shading, and lighting?
Do you have any resources or tutorials you’d recommend?🙏🙏
@Wolfraction Actually the scene has a relatively low polygon count, graphics which is improved through some post processing tricks. The scene performance is quite good on my pc.
@AkibaMutsu I will retain the familiar things for people, while redesigning the rest. In fact, if we were to recreate an exact replica of Akihabara, our pace would be even slower than the rate at which it is changing.
@3ruyan Thanks so much for your reply! Another question though, are you planning on making the map exactly like the areas you are making? Or only the popular parts? And do you think you could work on releasing a roadmap so we can expect when to see your work when its all done?
@AkibaMutsu Yes, I have plan for this. Usually preparations are made when the location of this building is determined. However number won't be large, my goal is to ensure practicality and functionality.
@3ruyan i love your work and i have a question, will you add more buildings with interiors and be able to go into them or are you mainly focused only on exteriors right now anyways good luck and cant wait for them to come out!
@f_bruno_f Thanks, I think most come from the convolution mode bloom, as well as customizing the lens flare texture and scaling it up to overlay an extra layer of haze over the viewport.
@3ruyan Looks great! Btw on the bottom picture there are some lighting artifacts. I don't know if you used lumen but if yes taking high resolution screenshots can result in black splotches. You can take multiple screenshots and choose the cleanest.
Early preview of my new game map, inspired by Tokyo Akihabara.
I've been preparing for this for a year, just started working on the Unreal Engine part recently.
#UE5#gamedev#anime#3dartwork#animetokyo