Question about this material methods and reflections

Ok so i have found this guy that say the actual gameplay video is a roblox game hes developing which is extremely confusing for me even with the new lighting, considering that we cant really make Custom Materials or Edit the current Normal maps, diffuse, specular etc.

https://twitter.com/ArtBlox_406/status/1056240593318408192/video/1

But then i saw this place

And i said, hey it might actually be possible but what got me wondering most is how do they make those roads look so cool and have that lighting reflection, i think that if we find the answer we could share with the community.

you can use custom meshes as waterpuddles and then make reflection and a bit of transparency on it. for the detail

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Gonna try this!

Actually sounds like a good idea for some wall decoration.

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Yea I been seeing this posted in various dev communities I am in. Very cool creation!

I went in the game to take a look and for sure its overlapping textures of varied transparency. Really neat trick since we dont have access to do things with advanced material creation with specular and diffuse (yet?).

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Just yet, but seems that it might not come this or the next year, i heard somewhere in a post it will not come soon.

I wish that atleast we could get a bunch of new materials from Roblox Devs, we have been using the same ones for more than 5 years!

I have an idea of how this could work, and it wouldn’t hurt to test it out.

It looks to me like they used a dark smooth plastic base for the road, then added a reflection effect to it. As for the part that looks similar to rock/concrete on top, it might just be a semi-transparent decal with a little design.

Just a theory of mine, you should test it out to see if that’s what you’re looking for. Even if it doesn’t produce the same results, you might end up liking it.

@ everyone
https://twitter.com/InvertedDL/status/1056286413342285824

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Can agree after talking to him yesterday about it lol. That tweet, and the one below it are footage from the game. The ones below that should be screenshots of his own work.


Now he’s using a LOT of secrets to make this happen, but two things you can do are:

  1. To get the effects (you can see lights and stuff whizzing by), he uses billboard guis of light flares, smoke particles, fire, etc.

  2. I am guessing that he is baking the lighting into the textures to get a really nice effect.

He may have also edited the lighting to make something really advanced for his workflow. Future is Bright is pretty resourceful too! Just look at HolidayPwner’s FIB work:

Some of Artblox’s actual work:

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It is worth noting that all of the tweets below the two videos of split second are stills and not videos of the game. Could just be good timing to get the best possible shot or a laid out scene

edit: almost definitely not gameplay as his bio says this image

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Those particle graphics seriously look like Unreal Engine 4 quality, and I’ve always wondered how to get particles to look that good.

I heard somewhere they dont actually use particle emitters, atleast not in Battlefield 1, they tend to use something like Animated particles or Sheets.

Something like this:
images

Which is fun because i actually got a friend of mine to do Particle animations in Studio they indeed look amazing.

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Custom Particles are really good for non-scripted events I think. I’m not sure how they would work out with scripted events such as :Emit() and stuff like that, if you were to program them in. :thinking:

Roblox’s particle system, while good enough, lacks functionality that would make it easy to make an explosion in my opinion. I tried remaking Garry’s Mod HBomb particles - didn’t work out too well since particles are automatically clipped at a certain distance, regardless of quality level.