being a one person team, procedural creation is very appealing … but it is also very tricky.
the purpose of this thread is to try different tools from the asset store, different methods, mix them … trying to establish how far i can go with procedural creation and what is the best workflow to get me there.
if you would like to share the results of your own experiments, you are more than welcome … after all, this thread is about research.
You seem to be using a lot of the same tools on each one. It’s interesting to see the integrated results, but for me it’d be more helpful to see what each one can do just on its own.
I actually think these kinds of screenshots are a bit counter productive, posting nice looking mostly closeup shots of generated terrains based largely on skybox and bloom doesn’t really show what the generator is doing.
You could reproduce most of these screenshots manually in like 3-5 minutes and less than 30 clicks.
Truth is though, the vast majority of the visual appeal here comes from entirely covering the ground in grass and skybox + bloom.
Don’t get me wrong, I really love grass, but I think gaia’s grass placement logic is one of the main reasons I never used it. It’s incredibly inefficient and layers multiple chunks on the same spot way too often.
I consider these as environmental art and they are beautiful. Maybe not practical as is for a game that anyone can actually play on their computers, but still…art.
I did say, "Ok, I’ll shut up and enjoy the nice screenshots "!
I personally like the second set better. But that has more to do with the color pallet I think and the denser tree placement. Gaia can certainly produce a denser tree sets as well.
Guys, please, please somebody explain me the SE Natural Bloom & Dirty Lens. I can see it is used almost everywhere! After I make 3D Models and bring to Unity, I cant get the feel I want and they dont just look as good as these pictures! Does this Package has to do with that?
In what manner?
SE Natural Bloom & Dirty Lens is just a bloom effect … check their demo on the assets store … it is very easy to use and offer great results.
i believe what you are looking for is the Cinematic suite … it offers color corrections tools , the same way you would work in photoshop.
The Unity guys made a great job whith this suite … well done guys
but it is only for Unity 5.3 and above … if you use an older version of unity … then use LUT files to achieve the same result (you will just do the colors corrections in Photoshop instead)
I often get this question , and my answer is always the same … it is not about a special tool or asset, or about a special lightning … it is all about the choices of colors at creation time + colors corrections at post FX time.
We are dealing with millions potential colors to choose from … so when you manage to get a right combo of colors, then the picture just look good … change one color on the mix, and you are back to “damn, why does it looks so bad ?”.
And it is not just the textures colors we are talking about … it is the color of the light, the color of the fog, the color of the skybox, etc …
But in the pics you posted, you didnt use Cinematic Suite… you just used Gaia, Bloom, and AllSky. Still the view looks wonderful. I just wanted to know how can i achieve the same!