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File: godot.jpg (102 KB, 1037x580)
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Is there any guide on reaching this level of graphics with any engine or general 3D topics I should watch if I want current AAA graphics?
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>>635486
You aren't even a beginner right now, if you were a beginner you'd understand the foolishness of your own question, you are instead merely a fan or an outside observer.
You should stop looking for shortcuts and just put in the fucking time. Go do tutorials, beginner tutorials, intermediate tutorials, short ones, long ones, ones on every aspect of 3D (box modeling, sculpting, UVs, texture painting, rigging, animation, lighting, compositing, composition, photography as it relates to the camera settings).

There are no shortcuts or else everyone would be doing them. Just do the work.
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>>635486
Buy your assets off of a marketplace.
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>>635489
>not shortcuts
>guy is literally asking for a guide about the topic because he has no clue
kys nigger
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>>635486
Sure lad, take a look at these
http://wiki.polycount.com/wiki/Modular_environments
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>>635489
>You should stop looking for shortcuts and just put in the fucking time.
literally every single video game developer uses shortcuts, and cheats whenever possible. every single one of them will tell you this.
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Both unreal and unity is more than capable of running these kind of graphics by default. Pic related aren't even graphically demanding. Its all in the lighting
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baked lightmaps or pbr and shitload of post processing.
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>>635486
To answer your ambiguous question. You can do realistic graphics easily with little code in opengl, just not be able to achieve it realtime, let alone 60 frames or more per second.
All I can see in this picture is smoke and mirrors. PBR(this is a shading technique in which surfaces shine based on what kind of material they are and according with lighting), depth of field, bump/normal maps, ao and glow, all fake methods to make something look more realistic, but its not realistic, it's trying to recreate realistic lighting and geometry to achieve reasonable drawing framerates.
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>>636022
There are no shortcuts which lets you bypass the actual work and effort.
>B-b-but the others are cheating, that's why they are better.
No, they are just better.
Good models, with good textures/shaders, illuminated well and tastefully = AAA.
A good 3D generalist can do it single handedly.
How to become a good generalist? That's a lot of effort and work over the course of several years. Nothing you can just learn on the side. You need passion and extreme motivation....and a ton of good tutorials about literally everything, and at best case: an art education. But even then, not everybody can do it. That's why there are specialists. A game is an team effort.

The fastest, easiest and most obvious cheat is to pay somebody to do it for you.
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File: Yakuza-0-6.jpg (504 KB, 1920x1080)
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>>636046
Yakuza 0, SEGA. AAA company.
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>>636049
Interesting enough, there are parts in this game that look really good. The glass & liquids especially. Whenever there's a drink on screen, note that they actually get the whole IOR thing right and it looks like a proper glass of sake. It even maintains the refraction while in motion (i.e. pouring/being sloshed around and drunk).
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>>636042
What are doing you dork? Yes this is what he meant by realistic
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>>635486
That scene is actually very simple, with few highly complex surfaces The main thing that makes that scene look so good is the lighting. Start off with the basics, but then take some time to learn about lighting and shaders, and you can achieve something like this easily.
I'm a beginner, only been wokring in earnest for about five months, but I could produce something pretty close to that
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>>639044
Idnt the light volumetric?
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>>639195
Godot doesn't have volumetric lighting. It just has glow and global illumination.
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File: Basics.png (26 KB, 808x549)
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>>635486
>BASICS

Basics of Polygon:
Multiple points(verticies) create lines when connected, which create surfaces(triangle/quad) when connected, which create polygons(three dimensional wireframe of points/lines/surfaces) when connected.

Basics of Realtime Lighting/Shading:
Points/verticies have a direction(imagine a ball that has a nose, the nose pointing in a direction is the direction the entire ball looks at), comparing the direction of the point and the position of a lightsource, the points either become darker or lighter. Darker when looking away from lightsource, lighter when looking towards lightsource. Distance to a lightsource can also be a factor.

Basics of Texturing:
In order to texture a 3D polygon is basically rcute open like you would cut open a paper box and then flatten it on the ground(That's called UV), then a 2d texture is projected onto that cut open version(UV) of the 3d object, which then is projected on the 3d object according to it the coordinates.

Once you've understood these basic principles of realtime shading, the rest isn't that hard. Modern videogames have PBR realtime lighting/shading, making use of multiple textures per object to have the surface of an object interact specifically with a light source.
Albedo/Diffuse Texture = Basic Coloring of a surface
Normalmap Texture = Additional detail of a surface
Roughness/Specular Texture = How shiny an object is basically, a polished smooth surface reflects more light than a rough surface.
Metallic Texture = Making the surface appear metallic or nonmetallic

Once you've mastered making a 3D Object in a program like Blender, and then add textures for PBR shading in a program like Substance Painter, and then put that into an Engine like UE4, that's pretty much all you need to make shit look AAA speaking if you're a beginner. Of course this is extremely simplified but you'll get an idea of the overall workflow and can use this as a starting point.





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