Unity 5 Castle Scene

Unity 5. No baked lighting. Only nrm + some light ao on all meshes except sofa and floor.

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assets with normal + ao.

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Amazing! It reminds me of the new Thief game for some reason. I absolutely love it. The only negative point would be there’s too much specular light coming from the wood of the furniture but it’s really a minor annoyance.

Is this just for a showcase or you’re making a game with thisa?

is this a future art asset to sell

That’s pretty nice looking man. Is there a game you’re making or is it simply a scene? Because this would be a gorgeous game.

Very nice!

What image effects are you using?

Bravo!. I was expecting a flood of U5 super high graphics but little show up, but the ones that doo look superb!. Good job!

Precalculating the GI takes ages as I readed somewhere?

And as always lack of aa kills whole effect :slight_smile:

ensi: its supposed to be brass. but the material didnt really come through. gonne have to fix that!
iamaldu: its simply a scene, probably gonna be a some vr demo if i can get around to it.
kenshin: sonicether bloom and some basic color corr and tonemapping effects.
roni92: fair enough, ill fix it for next update!

O.o
This is amazing! Love the lighting!

Are you planning to prepare some level kit based on such assets?

if people are interested i can probably make some similar models and make some additional assets and upload a kit to the asset store.

How long took the GI precalculation?

Amazing work! looks really good! can’t wait for unity to finish there TXAA though.
how did you do the ornate stonework on the walls? I’ve always wondered how its done. curves tool? sculpting? scanned from an image?

pulov: maybe a minute, couple of minutes? its actually very low resolution.
cynicat: the image compression is not doing the scene justice. i will see if i can get a more decent screenshot tonight.

the ornaments for the high poly models are modeled traditionally from reference images and models. with loops and quads supporting subdivisions. its a VERY low poly scene, the walls/roofs/floor assets are like 15-40 tris, relying heavy on normal and ao maps.

very fast then. I’ve to study the lighting with more time because my testing did last forever

link to a crappy phonerecording: link

some reflectionprobe optimization is next on the list

and a screen with better aa:

phonerecording with me moving the directional light around: link

note: the “thumbprints” is the dirty lens flares and not my total disregard for monitor cleanliness.

screen with sun facing away:

Looks awesome dude!

your GI is baked one, and took only a couple of minutes … i tried to bake my scene with unity 5 and took 2 days before i quit, even with non directional that is the only one working …