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To those who find CopperCube's graphic engine lacking, here is a neat trick to get to awesomeness.
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[quote][b]bracer[/b] wrote: To those who find CopperCube's graphic engine lacking, here is a neat trick to get to awesomeness. [img]https://preview.ibb.co/caiDkk/Render_3.png[/img] [img]https://preview.ibb.co/ek7HBQ/Render_5.png[/img] [img]https://preview.ibb.co/f4pVWQ/Render_6.png[/img] [img]https://preview.ibb.co/gVFhd5/Render_9.png[/img] This technique has been mentioned over and over again in the forum over many years, but I have never seen an actual implementation of it to my satisfaction. The idea is really very simple: 1: You can FORGET about getting the delicious global Illumination "look" [realistic look] using almost any real time game engine. Oh they try, some are better than others [Unreal engine and CryEngine is the best in the field] but NONE will be a match to the renders produced by non-real time renderers like Lightwave's Renderer, VRay, Corona, Maxwell, LightCycle, Arnold...etc 2: Do NOT make the silly mistake of baking all the mesh lighting into a single texture, for an interior scene as big as what you are seeing here, even the floor itself though it looks like a single mesh, is actually broken into multiple pieces each recieving 2048 pixels of baked map. The scene is much much bigger than what the camera can capture at one go because it have a lot of nooks and crannies. 3: Do not use reflective material of any sort in your 3D program of choice when setting up the overall look and feel of your scene, reflections are view angle dependent, it will not look real when baked into texture, and no, making it reflective but simply not baking the reflection during texture baking wouldn't work because if you set up your lighting with the contributive elements of reflection into consideration, you will lost significant overall brightness, hence realism when baking everything else excluding the reflection, the long and short of it is, don't use materials with reflection for now when baking. 4: BREAK UP YOUR MESHES and give them all their own UVM space if possible. The scene shown consist of 201 unites of meshes but even I don't have the energy to bake all of them individually, depending on the complexity of an area, you may choose to break less of the meshes up at some places compared to others. 5: With proper implementation of just this technique, Coppercube games can be bright, happy, shiny and...REALISTIC ! There is nothing wrong with making horror games, and understandably so, for the genre is kinder to the limitation of light realism in coppercube, but with the techniques explained here, I urge all of you to give the bright happy game genre a chance ! Just make a little effort to spend time learning a real 3D software and how to use their renderers. YOU ALL CAN DO IT ! Now go ! Make beautiful games ! Make it bright, happy, shiny and Real ! To Niko: Do you see the very subtle Bloom and Glow I added in Post ? Your game's graphic engine will INSTANTLY become 1000 more awesome the minute you implement Bloom and Glow ! (BUT implement exponential Bloom and Glow, not the Linear Gradient Glow, the linear gradient glow looks very fake.)[/quote]
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