Baking the light would probably have a greater impact on the scene if there were other light sources on it, but it's a post-apocalyptic climate so I doubt there would be electricity there:)
@@SetaLevelDesign Baked lighting allows for Global Illumination and ambient occlusion (which happens most noticeably from the sun). If done right it would be very noticeable and look stunning. Do you have a download of the scene?
Thank you:) If I know from the beginning that the terrain is quite easy to model, and I won't have to use too many models added to other objects, then there is no point for me to adding add-ons to Unity. Most often I use Prefab Brush+ if I only need to add a few elements, or YAPP if I know there will be a lot of it, because somehow polybrush did not convince me, although it is not bad in itself:) As for the terrain, I used Terran Tools more often before, but for simple terrains I learned to model them without the help of this tool:)
@@SetaLevelDesign did you model all those assets yourself or use some kind of asset library like quixel or just asset store packs, also what are your toughts on probuilder, the new spline package and the new water system in unity HDRP are you going to use it in future works, and are you going to use any raytraceing in your future HDRP enviroments i only seen you use SSGI so far, also it would be cool to see you make a city enviroment, ive only seen you do nature stuff, sorry if im bombarding you with a lot of questions lol, im mainly a programmer in unity but i enjoy doing level design and want to learn more of it
I very rarely model something myself:) I know Blender, but modeling doesn't give me any pleasure, so 99% of the time I use resources from the asset store:) Probuilder: a very nice tool for creating a test version of a level. A few more functions would be useful, but it works great for creating blockout in Unity Spline: I'm ashamed to admit it, but I haven't tested it yet, so it's hard for me to comment:) Water system: They are going in the right direction, it is not perfect yet, but they are adding new things from version to version, so it will get better over time. In Unity 2022, for example, there are no edge waves, but in the 2023 version they are, as well as several other functions. And its free:) Raytracing: Unfortunately, it won't work on my graphics card (GTX 1060), but once I earn these millions on RU-vid:D and buy a new card, I will definitely start raytracing and all the rest:) Urban environment: There are several videos on the channel, for example "Back Alley", but I agree that there is not enough of it same as sci-fi style, and I will try to make up for it as soon as I find urban assets worth attention:) No problem, ask as much as you want:)
@@SetaLevelDesign pretty sure your card can do raytraceing via compute shader fallback you can check out the minimum requirements for it on the unity docs, and i have an idea for an enviroment, with the GTA 6 hype you could recreate that miami beach with the buildings in background and use the water system for the ocean
Creating enviro, contrary to appearances, is quite a broad topic. You can learn a lot from slow design videos, but I will try to prepare a series of tutorials about it:)
You are back? That was a fast recovery! As usual your content is great, at first i thought it's quality lower than your other designs, but then i noticed it was rendered in URP.
Fortunately, I've had COVID a few times before, so my body has learned to deal with it:) I still have a bit of weakness and some problems with concentration, but with time it will pass:) yes, this time the scene at URP and I definitely think it's perfect pipeline for all styled games. For realistic games - definitely HDRP:) I converted this scene to HDRP and the final effect is much better than in URP:) However, I think that with time I will also be able to get more out of URP than now because I very rarely do anything in it, so there are still a lot of things to improve:)
Thanks for video. Great work. I wish more URP realistic content was released. Can you tell us why you prefer HDRP over URP? I think Unity will phase out HDRP in favor of URP.
There will be another video with URP soon:) I prefer HDRP because it has many more features than URP, including volumetric effects, SS effect, much more override when it comes to post-processing, etc. Of course, all this at the cost of performance because let's not kid ourselves, HDRP was designed to create things only for High-end devices. URP has an advantage in optimization and will work without a problem on most devices. So it really depends on what kind of user we are aiming at. I wanted to get the most realistic environment in Unity and in URP it can be difficult, so that's why I chose HDRP. I think Unity will get rid of Build-in sooner than HDRP, because URP and HDRP are not similar, which cannot be said about URP and Build-in:)
@@SetaLevelDesign Thanks for your reply. I was wondering if a nice scene as yours can be replicated in URP that will be played as an FPS game at 60 fps on a normal PC? Do you think it can be achieved?