Pretty cool, however, I have some suggestions: You definitely need to add some fog (subtle, just haze, but this is the #1 issue), SSAO, anti aliasing, buy higher quality tree models (especially the palms near horizons), and start using PBR materials. Also turn off motion blur. Stuff needs to have more variance around the texture so it's not so flat and repetitive, add large dirt detail maps on top. Maybe use whatever UE5's equivalence is for decals to paste puddles and large dark subtle dirt areas on the ground and some walls. And I'm not a UE5 expert, but I think something is fundamentally going wrong the the lighting, I know UE5 can have better lighting than this. Maybe switch to a more baked lighting solution, it looks like stuff is missing the subtle ambient shadows that happen at edges like you get with the cheap solution of ambient occlusion.
Love it! Current day EPCOT really could benefit from a Peoplemover like this. Sad this doesn't exist irl. :(
I know it's still in the early stages but I need this now!!!!!!
Count me in!
A year later and I want to know how to turn it off
Looks great. Are you going to have narration?
Sure are, there's a custom narration script that's mostly programmed in system now.
This looks incredible!
Futureport82, you cannot be any more awesome, can you? I love that look a LOT!!! 😃
I'm confused, did there used to be a people mover in EPCOT too???! Why did they get rid of it?!!!
Outstanding
Oh my god
Freaking out rn
❤
Pretty cool, however, I have some suggestions:
You definitely need to add some fog (subtle, just haze, but this is the #1 issue), SSAO, anti aliasing, buy higher quality tree models (especially the palms near horizons), and start using PBR materials. Also turn off motion blur.
Stuff needs to have more variance around the texture so it's not so flat and repetitive, add large dirt detail maps on top. Maybe use whatever UE5's equivalence is for decals to paste puddles and large dark subtle dirt areas on the ground and some walls.
And I'm not a UE5 expert, but I think something is fundamentally going wrong the the lighting, I know UE5 can have better lighting than this. Maybe switch to a more baked lighting solution, it looks like stuff is missing the subtle ambient shadows that happen at edges like you get with the cheap solution of ambient occlusion.