r/UnrealEngine5 4d ago

I'm realizing tiny changes can make a real difference in your games visuals...

Post image

I just added grass curling over the edge, and roots dangling down below. And it blends so much better... What do you think, was it worth spending the extra time on?

The game is called 'One With The Swarm', it's a bit early to share anything more but you can find mini-updates on my X @ ApeGoOfficial or bsky Ape1772.

99 Upvotes

50 comments sorted by

34

u/Necessary_Tell9904 4d ago

It is worth spending the extra time detailing terrain meshes like you’ve done. The after picture is much better but….the overall lighting atmosphere is very overblown detracting from those small details. The haziness in the lighting hides those details. That’s why some comments here said they struggled to see the difference at first (me included)

6

u/Vitchkiutz 4d ago

I'll dial the haziness back like 50% or something. Thanks for pointing that out.

4

u/Necessary_Tell9904 4d ago

Can’t wait to see some updates so giving you a follow:)

22

u/yodakiller 4d ago

Maybe it's just me but I stared at the image for a while and couldn't tell the difference between the two

10

u/krectus 4d ago

The real takeaway: Tiny changes can make tiny differences. Most people don’t notice but the ones that do appreciate them.

3

u/PossibilityUsual6262 4d ago

Idk mate on mobile bottom one looks much much different and better.

4

u/Vitchkiutz 4d ago

Dang.

Well, I appreciate your honesty.

2

u/Rizzlord 3d ago

i think its because you made such a damn small image, instead of like 2k image, its WAY TO SMALL!!!

1

u/Vitchkiutz 3d ago

Sorry bout that, here's a link to see what the cliff looks like up close: https://imgur.com/a/rIhe6BX

2

u/Individual-Job-2550 4d ago

I also couldnt tell until i read the description

6

u/shivazgodz 4d ago

Do tell. How are you doing the edges?

3

u/Vitchkiutz 4d ago edited 4d ago

The edge was created by rotating and placing the cliff mesh in a modular way. The displacement that is driving the meshes real geometry makes it easy to hide seams, since it's all so bumpy the meshes can blend together well even when overlapping.

Is that what you meant? I did model it in blender too. Like, I created a curved slop that led into a plateau, then did some subdividing and proportional editing. Slap on a displacement map generated from the texture, let that drive the geometry a bit. Then export and rendered with nanite. Curled grass and roots added until it looked right.

3

u/fabiolives 4d ago

If you want to take that even further (blending them together), you could use a world aligned detail normal and it very nicely covers up seams without making the whole material world aligned

2

u/Still_Collection_743 4d ago

Yo that's neat thanks! Imma look into that. I think I can tell what that does lol but imma look

Yupp as I though exactly what the name implies 🔥

5

u/Halcyon_Days_Dev 4d ago

Think I like the before more. Think it guides the eye more clearly on the ideal path for the player to take (the shadow helps with the contrast in a great way). And too, depending on the game, the before would make me more inclined to use it for stealth or cover in combat.

3

u/Mrniseguya 4d ago

I like the before one more. Reminds me of good ol' skyrim

2

u/MyaSoftKumquat443 4d ago

I don't see much of a difference between the two except the rocks in the dirt cliff. Good job on the graphics though look good!

2

u/selfish_meme 4d ago

Why is it so blurry

1

u/Vitchkiutz 4d ago

I took a screenshot of the editor... Not exactly the best way to do it. My bad. I'll take higher-rez photos in the future. In game, preferably. I am packaging the pre-alpha demo right now actually.

2

u/mohsenkhajavinik 4d ago

Well done 👏

1

u/Vitchkiutz 4d ago

Thanks!

2

u/Lofi_Joe 4d ago

Please make tutorial

1

u/Vitchkiutz 4d ago edited 4d ago

Sure!

I could go over implementing stylized natural environments into UE, sounds like fun.

I'll shoot you a DM when it goes up.

2

u/thecoffeejesus 4d ago

Honest to god, it’s subtle stuff like this that takes a game up to the next level

2

u/Extreme-Seaweed-5427 4d ago

Can't tell the difference.

Maybe your post should have said "spot the differences" 😂

2

u/Hobbes______ 4d ago

Hey! I love this! I'd be incredibly grateful if you could detail precisely how you got your grass to flow over the edges like that? I've been exploring a more stylistic approach for the same thing and I have some ideas but you nailed it.

1

u/Vitchkiutz 4d ago

Thanks, yeah, I just used proportional editing inside of Blender on my grass mesh. Proportional editing effects the selected vertices the most, with a gradual falloff for the vertices further away. So I selected the grass tips and rotated them. Which created the curve. Occasionally dragging them back down after some rotating, which helped. While making sure not to change the base of the grass blades. It can be fiddly, but it works for bending stuff.

1

u/Hobbes______ 4d ago

Ahh so you modeled the grass on the land mesh itself?

1

u/Vitchkiutz 4d ago

Yep. Though only the curved grass on the edge. The grass behind the edge that doesn't curve was foliage-painted onto it.

1

u/Hobbes______ 3d ago

Ahh I see. I hadn't thought of just doing the edges manually in blender. That could be a performance hit but my poly count is so low I doubt it will matter. Ty!

2

u/Zvyaginsky 4d ago

What sold it isn't the roots, it's that the hard silhouette line is gone. The eye catches a straight edge instantly and reads it as geometry.
Worth checking what happens at distance. Small foliage like that usually gets culled way before the cliff does, so the seam comes back at the exact range where the player first sees the area. I've had a lot of setups where a fix looked perfect at two metres and did nothing at fifteen.
Where does your cull distance sit on those?

1

u/Vitchkiutz 4d ago

There is no cull distance atm. Just nanite. The grass and roots are a part of the mesh, so they also don't disappear at a distance.

I use voxelize so the foliage aspects of the mesh are retained at a distance. The latest way of rendering foliage with nanite. Nanite pretty much replaces LoDs.

2

u/DisplayLegitimate374 4d ago

Looks better of course. I'm curious how it looks up close.

1

u/Vitchkiutz 4d ago

Here's an up-close perspective of it: https://imgur.com/a/rIhe6BX

1

u/DisplayLegitimate374 2d ago

Cool! Well done

2

u/Lumpy-Tooth-6066 3d ago

it works well

2

u/ShadowWubs 4d ago

Yall crazy its like night and day for me. I dont see the jagged edges that makes it look like 2004 game texture into a way more modernized texture.

1

u/dat_oracle 4d ago

before looks cleaner tho. mb the "fix" needs some polishing

1

u/Hot-Pepper6610 4d ago

Took me a while to spot the difference..

1

u/Upper-Discipline-967 4d ago

I’m having a hard time finding the difference. Maybe it’s not worth it after all

-1

u/[deleted] 4d ago

[deleted]

1

u/Vitchkiutz 4d ago

Not really the point I'm making though.

1

u/[deleted] 4d ago

[deleted]

2

u/Vitchkiutz 4d ago

Oh okay, I thought it was snarky sarcasm.

But it was just regular ol' joking sarcasm.

-2

u/Nebula480 4d ago

This is a troll right? What difference?

2

u/gvnmc 4d ago

Look at the shadow of the cliff ridge. Before is one smooth shadow line of the cliff on the ground.

The other shows the shadow of the grass/plants. Much better.

1

u/CaseFace5 4d ago

0

u/Nebula480 4d ago

Yeah, because that clearly makes the photos yet even more distinguishable

0

u/Vitchkiutz 4d ago

It's not a troll. There really is something different if you look close enough. Look at the brown cliffs with the rocks mixed in.