Dev Diary: Photorealism

Feb. 5, 2019 • Luiz Gustavo • Hearts of Violet Development

It’s been a long time since our last update and we’re happy to be back. During the time period of our absence, we managed to work on a big new update for Hearts of Violet.

Photorealistic by Nature

One of the pillars of the development of Hearts of Violet is the game’s unique visual style.

We’ve spent years planning how the city of Civitate Dei would look like and how we could implement photorealistic materials with a tight budget and a small team.

We studied how the different materials used in our world would age after centuries exposed to a very harsh atmosphere and how nanotechnology could synthesize better versions of these materials.

Photo scanned dead tree model from Megascans Library

Human Civilization after the End of the World

The idea behind the city of Civitate Dei is that even after a Nuclear Holocaust, our civilization would manage to rebuild at least one city and move forward into an age of technological miracles.

The lack of resources on the surface of the planet would force survivors to adapt and synthesize new materials for replacing raw materials for construction such as steel and concrete.

We need to represent this futuristic and yet familiar world through an array of photorealistic textures and smart materials.

Quixel Megascans as one of the Solutions

Quixel Megascans is a massive library of Photorealistic Textures and photo scanned 3D Models currently being used by Indie and AAA studios alike.

Quixel Megascans is a massive library of Photorealistic Textures and photo scanned 3D Models Wooden Beach Decking Surface texture inside Unreal Engine 4 Basketweave Patterned Bricks Surface texture inside Unreal Engine 4

This new set of textures brings a whole new level of possibilities for the game's visuals, especially regarding the appearance of the neo-futuristic buildings portrayed in the Engineering District.

We are now focused on creating smart materials in order to speed up the process of importing and adapting these photorealistic textures from the Megascans Library.

What does it mean for the game?

From the very beginning, it was defined that the game would use photorealistic materials and sometimes photo scanned 3D models. The problem is: Photogrammetry takes a lot of time and resources.

Quixel Megascans just became our solution for photorealist textures which are sometimes already game-ready.

It means that the game will get even closer to the initial idealization of its visual identity.

Practical Demonstrations

In the upcoming weeks, we’ll be posting new smaller and more practical videos and screenshots about the game’s new visual upgrade.

Dev Diary: Photorealism in Hearts of Violet

Feb. 5, 2019 • Luiz Gustavo • Hearts of Violet Development

It’s been a long time since our last update and we’re happy to be back. During the time period of our absence, we managed to work on a big new update for Hearts of Violet.

Photorealistic by Nature

One of the pillars of the development of Hearts of Violet is the game’s unique visual style.

We’ve spent years planning how the city of Civitate Dei would look like and how we could implement photorealistic materials with a tight budget and a small team.

We studied how the different materials used in our world would age after centuries exposed to a very harsh atmosphere and how nanotechnology could synthesize better versions of these materials.

Photo scanned dead tree model from Megascans Library

Human Civilization after the End of the World

The idea behind the city of Civitate Dei is that even after a Nuclear Holocaust, our civilization would manage to rebuild at least one city and move forward into an age of technological miracles.

The lack of resources on the surface of the planet would force survivors to adapt and synthesize new materials for replacing raw materials for construction such as steel and concrete.

We need to represent this futuristic and yet familiar world through an array of photorealistic textures and smart materials.

Quixel Megascans as one of the Solutions

Quixel Megascans is a massive library of Photorealistic Textures and photo scanned 3D Models currently being used by Indie and AAA studios alike.

Quixel Megascans is a massive library of Photorealistic Textures and photo scanned 3D Models Wooden Beach Decking Surface texture inside Unreal Engine 4 Basketweave Patterned Bricks Surface texture inside Unreal Engine 4

This new set of textures brings a whole new level of possibilities for the game's visuals, especially regarding the appearance of the neo-futuristic buildings portrayed in the Engineering District.

We are now focused on creating smart materials in order to speed up the process of importing and adapting these photorealistic textures from the Megascans Library.

What does it mean for the game?

From the very beginning, it was defined that the game would use photorealistic materials and sometimes photo scanned 3D models. The problem is: Photogrammetry takes a lot of time and resources.

Quixel Megascans just became our solution for photorealist textures which are sometimes already game-ready.

It means that the game will get even closer to the initial idealization of its visual identity.

Practical Demonstrations

In the upcoming weeks, we’ll be posting new smaller and more practical videos and screenshots about the game’s new visual upgrade.