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Vizaris is a 3D, open world, single & multiplayer, fantasy role playing game, which is available now. Vizaris has large, weekly content updates, which expand and improve every area of the game.

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Report RSS Weekly Report 38 Image (view original)
Weekly Report 38 Image
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Saghen
Saghen - - 154 comments

Very very nice! Make sure you don't over sharpen your images too much. If your actual textures are sharpened that much, you should really look into fixing that. Great job on the landscape though.

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str-Luke Author
str-Luke - - 41 comments

That's a direct screenshot form the game - no editing beyond a little bit of downsizing to get the right image resolution. The effect you're seeing is a post-process based sharpening, which I'm trying to use to counteract the blurry FXAA default to Unreal 4 (Which doesn't support traditional AA techniques) - I agree that this image is a little too sharpened, and I think I'll dial down the ingame effect a bit. Thanks for the feedback!

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Saghen
Saghen - - 154 comments

Indeed. Implementing something such as SMAA T2X would probably be the best option for you guys. Also, watch your stretching on the rock face by the bottom left of the screen. Looks like that UV needs a fix.

Edit: Actually there is a lot of stretching on quite a few of the rocks. You guys should go back and use some relax modifiers on your UVs and maybe edit them a bit. Stretching is detrimental to models.

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str-Luke Author
str-Luke - - 41 comments

While I would love to have better anti aliasing - we don't have an engine programmer, so we have to rely on what the UE4 devs implement into the engine. Which leaves us with two options, FXAA, or Epic's own version of TXAA which is performance heavy and has unacceptable levels of ghosting.

As for the rock textures, it's also not possible due to the method we use for texturing the rocks. We actually do world space textures, which is applying the texture to the object based on it's position in world space. At many places in the landscape, multiple different meshes are coming together at the same location, and need to share a seamless texture. The effect is good for creating natural looking formations, but with a side effect of texture stretching at the corners of the projection. The only way around it would be to make dozens or hundreds of different rock meshes and figure out some way to hide the texture seams. Unfortunately, that's not really possible right now, as I'm the only person who works on environments, so optimizations need to be made for one person to create these environments. (Believe me, as an environment artist, if there was something I could do about the stretching, I definitely would, because I hate it.)

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raindev04
raindev04 - - 142 comments

Wonderful landscape, really!

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Description

This image shows off the newly revised Da'te'coro Gap area, part of the massive revision of all the old play areas to bring them up to the same standard as the latest additions to the game.