Can graphics like this exist in Unity?

I want to know if this style of graphics (Like “GTA V” and “WarZ”) are possible in Unity Engine, tell me if you know about an asset like this in the Store, please:





1644834--102214--$GTA-Landscape.jpg

I mean mostly the Sky effect, thanks.

Basally, yes. Right now in the 4.x series it would require alot of tweaking, but in Unity 5 it should be easy if you have the skills to make the stuff needed.

Looks like asset store and Unity assets used. Nothing special.

I’d say probably not.

I mean, yeah you could get a screenshot to look like that, sure, but to actually get to perform decently… I’m not convinced.

Anyone that have any tutorials to do these or pictures how these mega landscapes or cities are constructed and looks in the editor?

Yes.

I’m certain that skilled artists and creative shader writers can produce artwork that looks amazing in Unity.

I could do this…so yes…it can be done. and with a decent framerate. It is a know your art assets pipeline and in engine toolset deal.

I’d love to see it. (P.S you can’t use Unity 5.0 that’s cheating).

You’d have to be a whiz like Micheal O I think.

Question is- Do you think his stuff looks as good as the photo samples in the original post? Because Micheal O has put out some of the best stuff I’ve seen.

[edit] Btw this should answer your question. Just look for Micheal O’s assets in the Asset Store. He has all kinds of environments. Note- those films are all mostly rendered in Unity Pro. You can find Unity Free compares on Youtube though normally

Funny thing is nothing from those GTA5 screens are nextGen stuff. Just great models and anti-aliasing is better than Unity’s.

Very true, a lot of it is great terrain from the likes of a heightmap / worldmachine type of program. Some well done splatting / texture assignment, some half decent models and speedtree. Nothing you couldn’t do now if you had the time and money…

As for the AA, if the Xbox version of GTA5 is anything to go by then no. It’s no better than Unity, it’s easy to get a screenshot / still looking great it’s not so easy to make a moving game look so good.

Then again the water and general post / lighting / effect entities is way better than anything I’ve seen come out of Unity. But as you say, there is nothing there that couldn’t be done. Bar the shear size of it!

@ Sandboxgod, Micheal O must be doing post video processing. You open up the demo scenes, whilst they are good they are never anywhere near as clean and atmospherically enticing as the videos are.

Not besides transitions and camera behaviors (unless you don’t have pro, because then you’re missing out on all the image effects). I think what you’re referring to is just the difference between cinematic presentation and actually playing something, and I think that applies to most games, too. GTAV did not look nearly as good to me during play as it did in trailers and screenshots, nor watch_dogs.

I do have Pro and I know what post / cinematic effects they add it’s not anything new. I’m not sure if Micheal O does the same?

Agree. The press screenshots are always fantastic, even in mobile games.

Many of them probably are generating using special features in a very high resolution and later improved by a artist.

Micheal O doesn’t does not add extra effects to his vids as far as I know

This guy is the shiznit as well and his assets are very popular

Yes by nothing special I don’t mean the art work isn’t good I mean it’s easily and commonly available. I am also used to seeing DAZ / Poser have this look for a very long time now. Michael O and a few other artists in the Asset Store is what I’d buy if I wanted a looking trending towards realism. A lot of that is also having a computer that has the horsepower to do those scenes. I could buy Michael O assets and use his demo scenes untouched but could get his ‘look’ because I don’t have Unity Pro and my computer don’t have the horsepower.

That said the first picture of the first post is over the top in using gore to sell games. The blood actually looks more like some species of red lichen than blood.

See the video below your original post by Michael O. It can be done and with a decent framerate. I have been trained as a classical oil painter since the age of five. It takes an eye to do this kind of work and not just pumping assets onto a terrain. I have that eye and it has what paid my bills for 35+ years. I took all the screenshots sent to clients into iPhoto yesterday and did a webpage dump of a few hundred of them here.
http://www.mindreleaselabs.com/GameArt/index.html

I do have an ideal terrain that would fit the bill but have to find out why the terrain collider suddenly stopped working prior to uploading as a demo. The vegetation shader also turned a translucent white as well… Not something I could control as it was the engine core physX and rendering causing these issues across all veg shaders and resetting the terrain collider did not fix it at the time… Will have to recheck it 4.5 and see if it was one of the dozen of things fixed.

The trick with good looking grfx for world building is to use a proper combination of terrain shaders and textures to give natural variance. To use an exponential fog that matches the skybox as though the skybox is lighting the fog with a shade of it’s main color and make use of one of the fog height shaders to get the haze around the city. The city itself can easily be very low poly with good textures and outstanding normal maps. For detail work it is best to prebake ambient occlusion into the main textures, use fake reflection with dynamic specular’s to simulate reflective metals using Fliter Forge as a texture map generator. Use references, build and tweak and then refer to references again…wash rinse and repeat. It simply takes work and a good eye as well as judicious use of the limited lighting tools Unity offers. I prefer to set the player to Deferred Rendering and Linear to get more realism and to Gamma for brightly colored environments. Beast was sometimes helpful but on a huge terrain with hundreds of objects the file size climbed for the lightmaps generated. Occlusion Culling is helpful but the terrain needs to be set up properly to take advantage of the methods it uses. Lots of occluding buildings and hills works fine…too open and it choked or didn’t show chunks when it should have…

I know it can, I have the asset packs. All of them! Including the top down ones. If you use these assets in the likes of CryEngine they look nothing short of stunning in game. But we are talking about Unity here, anyway we’ll see what Unity 5.0 adds to the cards.