Im using the build in render pipeline, custom shaders for the vehicles and default shader for the terrains. What’s the best approach to improve the visual aspect without compromising too much the frame rate? As far as I know the Off Road 4x4 Driving Simulator has been build with Unreal engine.
Best practice? Hire a technical artist and an artist.
Your scenes look washed out and the only reason the cars stand out at all in your store page is because you cranked the saturation up on their colours so much that they’re practically eye searing
The rims on the cars are solid colours with very little specular qualities to them. The specular values of your cars the same. This is why all your models look like plastic toys
Your environments are extremely bright in spots which makes your UI impossible to read in some conditions. Look at your reference again, they use grey backgrounds on transparent UI to delineate them from bright areas
Your cars are all pristine despite being in offroad environments. Look at your reference again
Hello @Murgilod ,
yes best practices to obtain the best visual aspect possible compatible with the performance of mobile devices.
As you can imagine, I already hired an artist to make the vehicles and the maps, now I’m looking for some suggestions to improve the visual aspect.
I followed your suggestions and I managed to improve a bit the visual aspect of the garage scene by changing the reflection power and fresnel power of the vehicle body shader and rim shader. I also lowered the intensity of the non baked lights in the car dealer to match the light in the garage. Now the non baked lights in the garage targets only the vehicle, so the scene should look less saturated.
What about the environments? Im using a terrain with default - terrain diffuse for performance reason and Enviro Sky Manager for ambient light, night and day cycle and weather effects
This is the result by adding some post effects (color grading to correct white balance, saturation and contrast and ambient occlusion to increase depth):