Photorealism in Godot 4 ! ( Tutorial )

preview_player
Показать описание
Consider a subscription!

Рекомендации по теме
Комментарии
Автор

so early i can only see 360p on Photorealism haha

nick-dbtv
Автор

Really nice tutorial! Having those hi-quality assets to play with at no cost is a huge boost of inpiration to start creating something. (thinking mode on) 😉. Good work!

revidev
Автор

Wow man that's the best tutorial to bring a scanned environment into Godot 4! Awesome lightings

scrpin
Автор

The trick is really in the lighting, I wonder how cool would be to make in blender a tile-able realistic interior, bake the shadows with portals, and make an infinite photorealistic walking simulator lol, and since shadows are baked it shouldn't kill your gpu playing the game

ccyt
Автор

This is amazing. I just watched this whole thing I can’t wait to try this out

bonsaipropaganda
Автор

This is awesome. Great for creating Virtual Tours of Schools, and open locations. And if anyone is willing to share their pretty backyards online, that could be an option too! Also another idea. Horror! Make a simple horror game of any location. Halloween would be BIG online!!! VRChat rooms with photoscans!!!!

martinpalm
Автор

I'm glad I stuck around watching the video. I will be honest, the photo scanned cobblestone area in the beginning looked like a ps1 game, not photorealistic, but the end result was very nice

tatertime
Автор

A lot of this seems to be using photo-scanned assets to try and up the realism factor, which is all well and fine for sample projects, but I don't know how well that will work for a full game release. Some of the meshes in the samples at the beginning of the video look gummy/blobby. Sort of like they ran it through a remesher or decimation. Photogrammetry tends to produce very dense meshes that aren't well optimized for game engines unless you're using something like UE5's Nanite, and even then there are caveats and I'm not entirely sure how well that will work for game performance on lower-end machines. I think models that are made with good UV's, optimized topology, and PBR textures will do wonders for realism in any game engine, including Godot, even if it does take more time to produce than photo-scanning.

Crompwell
Автор

Very, very nice, and good result!Keep going, and good luck for your projects!

AleksandarPopovic
Автор

I'm very excited for godot 4 further updates and addons.

sanketsbrush
Автор

It's awesome, thank you for sharing!

niklu
Автор

Although I tend to avoid 3D-scanned environments, since they are usually less flexible for rearranging or mixing with your own stuff.

coleraby
Автор

This almost makes me want to consider godot for my next project (Currently using unreal)

joshua
Автор

weird idea that might help the realism on photoscans, fsr upscaling it at half res could maybe smooth out the imperfect meshes a little. or not idk

morgan
Автор

I'm currently trying to make a photo realistic game in godot but a lot of my experience is in blender. Blender has the ability to export 3D images much like a real world 360 camera probably captured the enviroment in this tutorial. Do you think that would be a feesable way to transfer materials and textures from Blender to Godot? Because previously I have been trying to transfer the models via GLTF and have ran into issues with material nodes not transfering 1 to 1 as I am using a lot of procedural nodes in my materials.

I guess if this is an option the elements I would need to exclude would be variables, items that can be picked up or doors and windows that can be opened/closed.

kraigi
Автор

Very cool! Thank you for sharing your knowledge; gonna try making some scenes myself

WiseNoodleOfficial
Автор

Show please also how to switch off the fish viewing. It’s so unnatural. Thanks in advance!

pju
Автор

Final result looks astonishing for libre software.

charlieking
Автор

Time to test and profiling againnn....

_prothegee
Автор

People say that godot is a trash starter game engine

























But this video changed that

BlinkWakeUp