Hello Everyone , So I was surfing on youtube and I watched this video from Unity a real time rendered video I was very surprise from the capacity of this Game engine ( I tryed it a long ago but just a trial version ) and after that a lot of question come to my mind about how to make that graphics , first I know its HARD to make it but anyway Can I have an Idea or just the concept of Those things :
The ultra detailed Texture/map ? ( is it maked by an external software or what ? and details are made one by one ? )
The water/metal/rocks/etc reflexions of the light
The grasse details ( same thing with texture/map is it made with another software ? )
( btw question ) what is exactly mipmapping/depth of field ?
Thanks and sorry for my bad English
Most likely shader setup - look in the documentation about PBR shaders.
5-10 different ways this could have been created, but the output is in Unity. There are tools built into Unity that a competent developer can accomplish this.
The documentation and/or google can provide this information.
3d Scanned models and textures
Rendered particles in 3d Max(I have read from unity blog) Post Processing Stack image effects (Has been released now)
Unty default PBR shader with alpha channel specularity (You can do it in Substance designer or Adobe Photosop) Planar Reflection on alpha channel
The easiest way is 3d scanned models like Battlefield 1 game or Unreal Engine 4 Kite demo
tessellation i think is just the process of increasing the resolution of those meshes or terrains to determine the amount of details they can have, but displacement\height maps are the things that actually provide the height details you can see on many surfaces.
also normal mapping is very important, as well as specular\metallic maps. all of these things are part of what’s called Physically Based Rendering, which is the new “next gen” way of texturing 3d objects, and PBR is really what makes the final result look that much more real than in the past. also it handles lighting in a much more realistic way.
Thanks for your reply , What does mean specular/metallic maps is it a type of maps ?? ( is normal mapping and specular/metallic maps disponible on unity 5 ? ) and thanks
Specular\mettalic maps are two different types of maps that kind of determine the smoothness details of the object(i think it could be said that a specular map would determine how glossy a surface will look, and a metallic map will determine how metallic it would look), but it’s important to understand that they are used in two different workflows, meaning before you make the textures you have to decide if you want to use a metallic map or a specular map. the metallic workflow is obviously what you would always use for making metallic objects, but it is not at all meant only for metal materials, and it’s actually very common in shading many types of surfaces. it’s just two different methods that physically based materials can use.