How Good Can I Make Godot Look 2 - The Cellar

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  • Опубликовано: 11 сен 2024

Комментарии • 58

  • @ninao-xyz
    @ninao-xyz 3 года назад +27

    Nice. The little dust particles look really cool. It was interesting to see your process to do this scene.

  • @Karce963
    @Karce963 3 года назад +8

    Brilliant work! It's inspirational to see this kind of skill being applied to Godot, thank you for sharing, Kasper.

  • @tautkusm
    @tautkusm 2 года назад +4

    You are quite modest, but really your artistic design look stunning in my book!

  • @syntaxed2
    @syntaxed2 2 года назад +1

    The secret is to use megascans textures + photogrammetry meshes - They will add that realistic fine detail that is so hard to manually create.

    • @saul8510
      @saul8510 2 года назад

      Don't use it, you might get in legal issues with quixel, only unreal engine can use it free.

  • @zaknelson1887
    @zaknelson1887 2 года назад +4

    Looking forward to seeing your work in Godot 4.0! To keep tiling when decimating, for collapse use a vertex group to select the verts you want to keep. For planar, check-box "All Boundaries". I'm late, but hope this is still helpful :)

  • @zeddlegion
    @zeddlegion Год назад

    WOW. Great Job!!!! Love how you explain and show how you do everything in a real workflow!

  • @691337420
    @691337420 2 года назад +2

    This scene is really great, especially for 3.3.2!
    I would say turn off the SSAO, you can get ambient occlusion with your lightmaps and double your FPS.
    I turned off Vsync and played around with some of the scene's elements to improve performance, it's mainly the SSAO and Dust Motes, so I think the SSAO is affected by the Dust Motes.

  • @hainguyentrung3358
    @hainguyentrung3358 3 года назад +2

    It will be more beautiful in Godot 4! I'm really looking forward to it.

  • @charleslamb6500
    @charleslamb6500 3 года назад +1

    to make the base floor models tile, take a 4 x 4 m start, and copy another, with 4 m movement, then use snap to snap vertices, on one edge, to make complex floor tiles well tile . . . :OO :OO . .
    also note, you can make a bump map, from normal map, and sort of do ' tiling ' texture paint . . bump are grey-scale but, one can also paint normal maps, for a single brick, on a mesh, to sort of make a 'texture' painter, with tiling, in Blender . . . .

  • @florianlugmayr7476
    @florianlugmayr7476 3 года назад +1

    woohoo!
    i saw those pseudo godrays on reddit, and now there is a video

  • @triptop3703
    @triptop3703 3 года назад +3

    Thanks for this, would be really helpful.

  • @moldybot9387
    @moldybot9387 2 года назад

    Please make more of these videos, they help me out a lot :)

  • @qbitsday3438
    @qbitsday3438 2 года назад

    feeling Giddy looking at the nodes.

  • @BlazertronGames
    @BlazertronGames 3 года назад +3

    Looks beautiful! Godot 4's occlusion culling should also help performance with that modular level design!

    • @KasperFrandsen
      @KasperFrandsen  2 года назад

      Yeah even the portal culling that's in 3.4 now would work great with these kind of levels.

  • @yvanvan3729
    @yvanvan3729 3 года назад +1

    Thank you for your detailed explanations. Awesome job !

  • @luismadrigal-hidalgo
    @luismadrigal-hidalgo 2 года назад

    Bravo! This looks like a "Triple-A" game level. Looking forward to learning more about archviz and level design using Blender and Godot.

  • @emi_cpl
    @emi_cpl 3 года назад +1

    Looks really nice, thank you for the detail break down 👏

  • @gonderage
    @gonderage 3 года назад +1

    i was a lil surprised that it was a billboard all along. ive been lowkey tainted by working exclusively in blender for a while hat i expect volumetrics instead...
    Excellent work though!! I really love these Godot videos.

  • @kingfree4883
    @kingfree4883 2 года назад

    wow so beautiful

  • @jackiecs8190
    @jackiecs8190 3 года назад +3

    Fantastic! I must say, though, the thing that caught my eye and felt "off" was the perfect half-circles of moonlight on the floor, with sharp edges. I'm not sure what sort of effect would be needed to fake soft edges, but I think it could take the scene to the next level. I love what you did with billboards faking volumetrics! Looks incredible

  • @mapopi-mm
    @mapopi-mm 3 года назад

    Nice trick with the billboards, scene is looking great, reminds of the Stark crypt on Game of Thrones, the church also is similar.
    Some suggestions: animate the torches intensity to create a "flickering" feel, might improve the ambiance. Place some point lights without shadows at the spot the moonlight hits the floor, to fake some bounce lighting. Also, it all looks a bit clean as if there are people living there, if so, maybe it could use some storytelling with assets, like some chairs, bench, tables, flags (moving even), some nice reference for that is the game "A Plague's Tale". If it was supposed to be old, maybe some overgrowth vegetation would help it too. It would have the nice side effect of creating some vegetation (it's hard btw)
    Great work, keep on posting it!

  • @unfa00
    @unfa00 Год назад

    Fantastic work! Your breakdown was very inspiring, even if you've found your idea was flawed. I'd love to see you taking a crack at Godot 4 since it's finally had a stable release. There's still many issues, but a lot of the rendering features would be great to use here.
    BTW: what do you think about using parallax occlusion mapping to make brick walls with a tiling texture rather than a custom-made model?

    • @KasperFrandsen
      @KasperFrandsen  Год назад

      Thanks Unfa :). POM was something I was seriously considering, but I didn't really see how it would look good on corners. I've recently seen examples where people use a corner cap model of bricks to make it look better and let POM take care of the rest of the surface, so I might want to try that.

  • @rybotekk
    @rybotekk 2 года назад

    good work.

  • @SirTomica
    @SirTomica Год назад

    Looks cool, I would like to see this in the new Godot 4.0 with new global illumination enabled.

    • @KasperFrandsen
      @KasperFrandsen  Год назад

      I'd sort of like to see what it would look like in 4 as well, but I don't really want to waste a bunch of energy updating this. I'd rather just make a new scene in 4 at some point.

  • @bonsohazard
    @bonsohazard 2 года назад

    You're an absolute legend btw

  • @Chevifier
    @Chevifier 2 года назад

    11:02 for the omni light I would add some form of noise to its local y position so it bumps around a bit giving the shadow on the wall motion(unless those are baked shadows)

    • @KasperFrandsen
      @KasperFrandsen  2 года назад +1

      I have acutally done exactly that :). But it might be a bit subtle. You'll only see it when the demo is actually running, so at the start and end of the video, since it's a little script that only runs at runtime that moves them about a bit.

    • @Chevifier
      @Chevifier 2 года назад

      @@KasperFrandsen Ohhh okay right forgot youre in the editor the majority of the time😅😅

  • @nexus3d108
    @nexus3d108 3 года назад

    Amazing result

  • @ViroidGames
    @ViroidGames 3 года назад

    Nice!

  • @mch43856
    @mch43856 Год назад

    Amazing :O

  • @somedude5951
    @somedude5951 3 года назад +2

    And now some well textured monster there to battle?

  • @DejaimeNeto
    @DejaimeNeto 3 года назад

    this looks great!

  • @giantfrogstudios839
    @giantfrogstudios839 Год назад +1

    Please do this again in Godot 4

  • @BlazertronGames
    @BlazertronGames 3 года назад +1

    I'm not a fan of using 3d modelling software for level-design. Tools like blender just don't feel like they're made for it, compared to traditional bsp-style editors. I like the idea of modular level-design, though. Seems like that wouldn't be too hard to do with a modelling program.

  • @CrimsonOrguss
    @CrimsonOrguss 3 года назад

    Truly divine for Godot 3

  • @Chevifier
    @Chevifier 2 года назад

    5:17 I can only imaging how much Godot would scream at you if you imported that as is lol

  • @leoneverte
    @leoneverte 2 года назад

    gut

  • @charleslamb6500
    @charleslamb6500 3 года назад

    have a request . . in Blender, for texture paint, always wanted some simple ' paint ' tools, like maybe a ' pencil ' and, a simple ' oil paint brush ' . . painting miniatures, one tends to use those . . do you remember in MS Paint . .

  • @captainswing4040
    @captainswing4040 2 года назад

    How much fps did you get after disabling vsync
    System specifications also
    Please

    • @KasperFrandsen
      @KasperFrandsen  2 года назад

      Hiya, Tried it now. It runs around 100-150fps at 1080p. I have not really done any optimization on it, so there is probably a lot of low hanging stuff you could improve.
      My machine is an Intel I7 5820k with an 980Ti and 16GB ram.
      The scene is available for free, so you can just download it and test the performance if you want.

  • @novh4ck
    @novh4ck 3 года назад

    Awesome. I wonder how the scene would look if you used the godrays plugin instead of billboards.

    • @KasperFrandsen
      @KasperFrandsen  3 года назад +3

      Give it a go :D Link to download the scene is in the description :) And be sure to send me a screenshot if it looks cool :D

  • @davidmcbride5357
    @davidmcbride5357 3 года назад

    Nice but not enough reflection prop(hdri) and reflective materials

  • @AFE-GmdG
    @AFE-GmdG 3 года назад

    Not having tessellation in Godot is what I missed the most...
    But you've done a really good demonstration, what's possible with Godot in 3D. How would you rate the performance if you scale up the level to something game useable; lets say about a few hundret meters in square?

    • @KasperFrandsen
      @KasperFrandsen  3 года назад

      Thanks :). I'd have to do some tests but I actually think it would be ok on performance with this level of detail if I got it set up with the new portal occlusion culling in Godot 3.4.

    • @AFE-GmdG
      @AFE-GmdG 3 года назад

      @@KasperFrandsen Portals will be part of 3.4 - cool…

  • @efeloteishe4675
    @efeloteishe4675 Год назад

    does that use RTX? if not how did you do it? and does it affect performance?

    • @KasperFrandsen
      @KasperFrandsen  Год назад

      Hi, no there is no realtime raytracing support in Godot yet. The lighting however is baked, which does use raytracing to calculate good lighting, but it is static. The performance is pretty good in the scene, but it's not a very big scene and I didn't do a lot of work to ensure good performance, since it is just a test.

  • @dorktales254
    @dorktales254 2 года назад

    The rocks aren't reflective enough

  • @qwertybasta
    @qwertybasta 3 года назад

    wow

  • @Wlodixpro
    @Wlodixpro Год назад

    bRuh............... dats insane :(

  • @davidak_de
    @davidak_de Год назад

    How much better can it look in Godot 4?

    • @KasperFrandsen
      @KasperFrandsen  Год назад

      Quite a bit better. But yeah I don't think I'll update any of these old scenes, but work on making new ones in 4.0 instead :).