Greetings! I am a Builder/Scripter currently working on a project named, “Summer’s Valley.” I believe I am nearing completion of some house models, and lighting/FX for the game. I would like to ask you guys what you think of these. I’ve included neighborhood morning pictures, post-rain evening pictures, and during rain pictures. What do you guys think? (Some minor things to note: The entire leaf mesh shaking will be split into several branches that will shake individually, this is just an area of work that needs to be complete . Also, the black atmosphere will be hidden in the final works.)
That is incredible! Honestly the best build I have seen in the DevForum in years! Keep up the effort!
This is amazing! I love the rain effects on the screen, and the lighting looks perfect! Great job!
The lighting here creates some of the best realistic scenery I have seen in a while.
I suggest looking into implementing/creating custom PBR materials to take these builds one step further. With that, I couldn’t even begin to imagine how great your experience will look.
my first question… HOW!!!
it’s truly amazing that you created that in Roblox, it’s got like the Roblox feel to it but it just looks off in a good way. I also love how you created the texture of the leaves…
10/10
Insanity, it looks like you went outside your house and took a picture.
The only thing that gives it away is the skybox, bot otherwise, great job!
Those rain effects have got to be the best that I have seen in a long time. Extremely good use of particles and lighting. Very impressed
Holy cow, I Thought the 3rd was a real life reference… It wasn’t lol
This is so well done! The weather effects also look extremely clean.
The rain effect is really nice
Question, How did you animate the rain effect? Blender?
This is basically how I did it haha.
Dom how did u get the lighting to look like that it looks amazing
This is so good i thought the first two pictures were real life. Lighting is like a dream.
I believe the rain on the screen is achieved by creating glass balls near the camera, tweening them, and then bluring them using depth of feild.