View allAll Photos Tagged unrealengine4

"Chorus"

-9600x4050 (SRWE Hotsampling)

-Universal UE4 Unlocker by Otis_Inf + UE4 Tweaks

-ReShade

"ADR1FT"

-7500x10000 (SRWE Hotsampling)

-CE Table and 3DMigoto HUD Toggle (pause camera, FOV, Pause Menu HUD) by One3rd

-ReShade Framework

Hellblade: Senua's Sacrifice - Downsampled from ~20 MP, hotsampling! using SRWE; Photomode; OtisInf's camera tools; ReShade

 

"ECHO"

-10240x4320 (SRWE Hotsampling)

-Universal UE4 Unlocker by Otis_Inf + UE4 Tweaks

-Duncan Harris' CE Table (AR correction)

-HUD Toggle by Pino44io

-ReShade

"KHOLAT"

-7680x3240 (Windowed Borderless Gaming Hotsampling)

-ReShade Framework + 2B3`s custom shaders (levels, monochrome)

"Hellblade: Senua's Sacrifice"

-5250x7000 (SRWE Hotsampling)

-In-game Photomode

"Hellblade: Senua's Sacrifice"

-6000x8000 (SRWE Hotsampling)

-Camera Tools by Otis_Inf

-In-game Photomode

Stray

* Tools by Frans Bouma

* ReShade Framework

Paragon - Lanczos3 dowsampled 27MP shot • ReShade • SRWE • Paragon Replay Editor.

The Awesome Adventures of Captain Spirit

-6400x2700 (SRWE hotsampling)

-CE Table by IDK31

-ReShade

Marvel Vs. Capcom: Infinite

~30MP

Camera Tools: own camera table and HUD toggle

Resolution: SRWE hotsampling

HUD Toggle: 3DMigoto

Post-processing: Reshade v4

Downsample Filter: Lanczos2

Notes:

 

"Hellblade: Senua's Sacrifice"

-6000x8000 (SRWE Hotsampling)

-Camera Tools by Otis_Inf

-In-game Photomode

Hellblade: Senua's Sacrifice

-4000x5333 (SRWE hotsampling)

-Camera Tools by Otis_Inf

-In-game Photomode

 

"Moons of Madness"

-10240x4320 (SRWE Hotsampling)

-Universal UE4 Unlocker by Otis_Inf + UE4 Tweaks

-ReShade (deband, filmgrain)

"Blair Witch"

-10240x4320 (SRWE Hotsampling)

-Universal UE4 Unlocker by Otis_Inf + UE4 Tweaks

-Nvidia Ansel

-ReShade

"Hellblade: Senua's Sacrifice"

-6000x8000 (SRWE Hotsampling)

-Camera Tools by Otis_Inf

-In-game Photomode

 

Massive upload and album closed.

 

www.flickr.com/photos/pulsezet/albums/72157687338125895

The Awesome Adventures of Captain Spirit

-8000x3375 (SRWE hotsampling)

-CE Table by IDK31

-ReShade

-Nvidia DSR (10320x4320)

-Cropped

-Replay Editor

"ABZÛ"

-5250x7000 (SRWE Hotsampling)

-Duncan Harris' CE Table (timestop, free camera, FOV)

-ReShade Framework (deband, levels)

"Blair Witch"

-10240x4320 (SRWE Hotsampling)

-Universal UE4 Unlocker by Otis_Inf + UE4 Tweaks

-Nvidia Ansel

-ReShade

"ABZÛ"

-5250x7000 (SRWE Hotsampling)

-Duncan Harris' CE Table (timestop, free camera, FOV)

-ReShade Framework (deband, grain)

"Moons of Madness"

-6000x8000 (SRWE Hotsampling)

-Universal UE4 Unlocker by Otis_Inf + UE4 Tweaks

-ReShade (deband, filmgrain, tonemap)

-Nvidia DSR = 10320x4320 (8K 21:9)

-Ansel SR = 20640x8640 (16K 21:9)

-Replay Editor

"Moons of Madness"

-6000x8000 (SRWE Hotsampling)

-Universal UE4 Unlocker by Otis_Inf + UE4 Tweaks

-ReShade (deband, filmgrain)

Hellblade: Senua's Sacrifice

-7680x3240 (SRWE hotsampling)

-Camera Tools by Otis_Inf

-In-game Photomode

 

"Blair Witch"

-10240x4320 (SRWE Hotsampling)

-Universal UE4 Unlocker by Otis_Inf + UE4 Tweaks

-Nvidia Ansel

-ReShade

Star Wars: Jedi - Fallen Order (2019)

PC, in game photo mode, Darktable.

Hellblade: Senua's Sacrifice

~20MP

Camera Tools: Otis_Inf's camera tool (camera, timestop), in-game photo mode

Resolution: SRWE hotsampling

Post-processing: Reshade v3

Downsample Filter: Lanczos2

Notes:

 

TechDemo on Unreal Engine 4 Effects

 

Hellblade: Senua's Sacrifice

-4000x5333 (SRWE hotsampling)

-Camera Tools by Otis_Inf

-In-game Photomode

 

Star Wars: Jedi - Fallen Order (2019)

PC, in game photo mode, Darktable.

"Moons of Madness"

-10240x4320 (SRWE Hotsampling)

-Universal UE4 Unlocker by Otis_Inf + UE4 Tweaks

-ReShade (deband, filmgrain, tonemap)

Pendleton's room in the Hound Pits Pub ripped from Dishonored and rendered in UE4.

 

Here's something that's been mostly complete for about a year. I ended up getting stuck on making the dust motes floating next to the windows. UE4's new(ish) particle system includes a default dust particle effect, which works really well in motion, but I struggled getting something I was happy with for a still screenshot. I absolutely spent way too much time tweaking useless values, as is tradition since I first opened Source Filmmaker. Games generally seem to have dust motes that are pretty large, I imagine to avoid shimmering you'd want them to be at least 1 pixel big. In the end I made them so subtle that you can't even see them unless you zoom in.

 

The volumetric fog being lit from the sunlight through the windows is using a proper 3D texture this time. Previously I was using volumes in a particle system with 2D noise textures stretched across them and I would render a whole bunch of frames and cherry pick the best ones, because most of the time the stretching was very obvious. This gives much more control, looks way nicer, and is deterministic so I can find some settings I like and it'll always look the same. Once again, I toned down the effect quite a bit so you can't really tell from just looking at this, but it looks pretty nice in motion if I ever turn these things into a video. I followed this incredible tutorial asher.gg/?p=2600 but I stopped after two layers of noise. It's worth clicking on that link for the pretty pictures. Also, the direct sunlight for this is fake and only illuminates the fog.

 

This scene is being lit by a HDRI and two lamps inside the room. I was having a bit of difficulty with this until they added GPU Lightmass, which could bake the lighting in higher quality and waaaaaay faster than before. For reference, the lighting for this render live.staticflickr.com/65535/51400692279_e8a0b6aceb_o.jpg took about 15 hours to bake on my CPU, and the final image took maybe an hour at quality settings far higher than what I actually needed. You can see some weird shadows on the couch that were fixed by using GPU Lightmass (normal maps are far more complicated than I thought they were). You can also see the improvement I made to the rug which I was pretty happy with, zoom in on the final image! The light from the lamp is baked but the shadows are raytraced.

 

live.staticflickr.com/65535/51399918951_a1f0baaccb_o.jpg Here's a screenshot from the actual game. I think of this purely as fan art and not an attempt to remaster the game.

 

Despite this being a dusty shit hole I think it's a pretty cosy room. Thanks for reading!

"Hellblade: Senua's Sacrifice"

-6000x8000 (SRWE Hotsampling)

-Camera Tools by Otis_Inf

-In-game Photomode

"Blair Witch"

-6000x8000 (SRWE Hotsampling)

-Universal UE4 Unlocker by Otis_Inf + UE4 Tweaks

-Nvidia Ansel

-ReShade

Abzû

~8.3MP via SRWE | Dead End Thrills CE Table (pause camera, FOV, Hide HUD) | Reshade (SMAA, levels) | Lanczos3

Star Wars: Jedi - Fallen Order (2019)

PC, in game photo mode, Darktable.

"Hellblade: Senua's Sacrifice"

-6000x8000 (SRWE Hotsampling)

-Camera Tools by Otis_Inf

-In-game Photomode

1 2 ••• 11 12 14 16 17 ••• 26 27