edit: Oops video below not realtime but apparently doable at lower detail. Curious what is needed to run this.
I saw this on my twitter feed and at first was "uh huh sure" thinking it was a joke about it being realtime but nope, it is indeed real. Admittedly the shaky cam helps with the photoreal impression but still impressive nonetheless.
From the artist's artstation project page description:
Imagine a VR horror game with these visuals đź‘€
I saw this on my twitter feed and at first was "uh huh sure" thinking it was a joke about it being realtime but nope, it is indeed real. Admittedly the shaky cam helps with the photoreal impression but still impressive nonetheless.
From the artist's artstation project page description:
My latest environment, freely based on a real-life train station in Toyama, Japan.
I'll be uploading breakdown shots soon as well!
I worked on all modeling, texturing, lighting and animation. Foliage is from Quixel Megascans.
The environment is running in Unreal Engine 5, lit with Lumen. I didn't use Nanite, so models are created using the standard low-poly workflow.
For this project, I wanted to get as close to photorealism as possible. I used camera matching to get accurate proportions and made careful use of reference. I adjusted the measurements afterwards to help with modularity.
Aside from detail textures and alphas created from photographs, I created all textures from scratch in Painter and made custom materials in Unreal for use with vertex painting or masks to break up repetition.
To shoot the video, I used real-time VR tracking to emulate a handheld camera and flashlight.
Imagine a VR horror game with these visuals đź‘€
Last edited: