Saturday, February 8, 2020

Final Major Project : Miura P400 SV - Update 12


Over the past few days, I've been doing a lot of moving vertices around to improve shape and form, while adding more topology and refining meshes. Visually, this means the high poly mesh hasn't changed a great deal.
However, I have been working on what the final render set up could be.

I was heavily inspired by Ghost Games and their car viewer in Need For Speed: Heat. (EA Games: /www.ea.com/en-gb/games/need-for-speed/need-for-speed-heat) It's something unique and not common in a lot of racing games.
I decided I wanted to utilise this simplified, but effective, way of viewing cars by putting the light bars within my scene. To take this one step further, I decided I wanted to implement floating mirrors around the scene. This would showcase all angles of the car regardless of what angle the camera is viewing it from. However, as the two images show below, this did not work at all how I wanted it to. The reflections were torn and broken up and often wouldn't reflect anything at all.
When I spoke to my lecturers, they said mirrors are a difficult and intense asset within engine and it is not worth pursuing this as an idea.




With some assistance from classmates and a bit of encouragement to continue this idea, I managed to get the set up working exactly how I wanted. As you can see below, all of the reflections show the car block-out in realtime, with crisp and accurate reflections.
I achieved this by creating Planar reflections (which normally are massive in size) and reduce them to a scale of ~0.2. When the planar reflection asset is placed in front of the other mirrors I have in the scene, it utilises the planar's view and displays it on the original mirror mesh correctly. 


For the final renders, I will re-create this scene with better-placed mirrors and higher-quality assets. But by creating this simple piece I know it is possible and will work for my final renders.



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