Something I put together in Godot 3.4.4 using 3D scans. Trying to make a mobile AR demo.
3D scan? So she had to hold that stretch position for the whole time? The lighting looks really really good. Nice work!
Thanks, the lighting and camera angle were mostly what I did (and the post processing and tone mapping). Since the model and wall were scanned, they already looked real. The professional rigs use like 100 cameras in a sphere, so they can take a 3D image almost instantly, then they process it on the computer later.
I thought those rig things were super expensive, are the releasing that stuff for free?
Yes, they are expensive. I didn't do the scan myself (wish I had a rig like that). I just bought the assets like my other demos. I think the character was on sale for $40 and the door was like $15.
Ah! I saw this on twitter! The background and the character model both look realistic on their own. The "contours" that separate her hair from the background seems incredibly sharp but, I like how everything shares a consistent light source. It's looks good. Performance wise, how is it?
Thanks. Performance is great. It's a pretty simple scene, all baked lighting. 144 fps (vsync) on my desktop. Model is 100k polys and the door is 10k. I just got it running on my Pixel 5 Android. Had to optimize a lot, but it still looks almost the same. Used a 30k poly version of the model and the same 10k poly door. Reduced texture size and messed with some stuff, but on the small screen you can't notice a difference. Running at 90 fps (vsync).
Got it running on Android, 90 fps.
Final render from Myra, my real time photogrammetry demo. Assets were purchased, but I had to spend 3 days to set up the lighting and rendering in Godot. It runs on a Pixel 5 at 90 fps. Planning to release soon so you can see for yourself it's real.
The demo is up on Itch.
AAAAMAZING!! I hoope you make guys.. lol
New promo image. Getting some good response from the demo, people seem to like Myra.
hows your more interactive project going? or is it on hold? looks nice btw ;)
I was writing those books and doing videos for the past 2 months (on my YouTube: https://www.youtube.com/channel/UC1QpbfGWFmGzGMbXPdxQOmg ), haven't done much in Godot to be honest. And I've been busy finishing school, this Myra demo was something I wanted to put in my portfolio for a potential job offer I'm working on.
In terms of the interactive project, I have a few ideas. I started that anime game, but I don't think I will continue with it. It looked good, but I want to work on more realistic graphics right now. And I plan to do something with physics, as my experiments were looking good. So I may do a physics demo as a technology test while I work on my game.
But these demos have been time consuming and are free, so I'm not making any money. So I'm hoping to release a commercial project within maybe one year. I can work pretty fast (this Myra demo took 3 days), it just a matter of picking something and sticking with it (as I jump around a lot and abandon stuff). I'm sure whatever I end up doing will be popular, I got a lot of hits on my recent work. It just takes time. But if things go well, I should have a demo of the game ready before the end of the year, which I will use for marketing and to get some followers and attention before the release.
I will kind of have to hedge my bets, though, because making money with indie games is hard. And right now I don't have a steady job, I've been going to school mostly and doing random freelance stuff. So I can survive for a bit, but I do need to consider making a commercial game and starting a business out of this. Even if I don't get rich, it will allow me to work from home and continue making free demos and open source stuff without anyone telling me what to do. That's the plan at least.
i hate it when people tell me what to do ;) make the game u want, and not whats hot on the market u r talented enough to make a good project, im sure of it. i also have a tendency of doing random stuff and abandonning them. but that never leads to anything finished/polished. so im trying to stick with my current project to learn godot looking forward to a wip thread of your project
@DJM said: i hate it when people tell me what to do
Yeah, but that's how you get paid. :)
Yes and no. It depends what you do and how you carry yourself. I guess because for the first 10 years of my career I worked from home as a freelancer, I had a different perspective. So when I did end up in an office job, I was kind of a free agent. People would give me tasks, and I would complete them. But no one really told me what to do, and if they did, I didn't listen and did whatever I wanted anyhow. And if things were slow at work, I would just read books, and mark it in the time sheet as "research". No one cared, cause I was doing a good job.
Myra is mentioned on GameFromScratch.com, which is very cool. B) Congratulations! :+1:
Yeah, I saw the video. Very happy about that.
I am also a bit more than a month off from finishing school. Balancing indie game dev and a job I’m in the same boat, I really wanna move back to WA state tho. I regret doing all that dumb terrain research haha but oh well. Did any one ask you for demos? My resume gets ignored for not having Unity/Unreal on there.
Yeah, it's a balancing act. I just passed a big certification tonight, that has been stressing me out. So I'll have some time to relax for a bit (I still have school, but it's just book reading, the tests always stress me out). PNW is chill, I'm in Portland and I really love it here. Plan on staying in this apartment for the rest of my life, provided nothing crazy happens.
In terms of work, I get job offers all the time. Mostly regarding my previous experience, which was in community management. I also get interest in doing 3D work, but it's mostly from somewhat shady characters. People doing NFT stuff or weird start ups. I plan to try the indie dev thing for a few more years. I feel comfortable with my skills, it's just a matter of making something that is worth buying. I would rather do that if I can make it work.
@Erich_L said: I regret doing all that dumb terrain research haha but oh well.
psssst I've, uh, been meaning to ask, any chance I can bum a copy of that paper off of you?
@Megalomaniak said: psssst I've, uh, been meaning to ask, any chance I can bum a copy of that paper off of you?
You bet! Though if there's something you're after specifically I might be able to point you in a better direction. Whole thing done in godot too hahaha.
I mean it just seems like an interesting read. :)
Awesome work @cybereality! I really think all these projects help show that it is totally possible to get Godot looking great and performant with some tweaking and optimizing. I think this project and the others are really help show how Godot can achieve more graphically photorealistic visuals.
Also makes me want to buy some photo scanned assets, even if currently I don’t really have enough time for much game development :smile:
@Megalomaniak said: I mean it just seems like an interesting read. :)
+1 - I would also be interested in giving it a read if it’s shared anywhere
@TwistedTwigleg said:
+1 - I would also be interested in giving it a read if it’s shared anywhere
thanks for the interest, put a short description on my post.
Congrats! Myra runs on 3-yr old phone pretty flawlessly. One of your prior works (Ella) crippled my somewhat-dated linux laptop, so it was good to see this one optimized/running so well.
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