[UE4] Frazão Archviz: Lake cabin wip

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bigodon triangle
Hi, i have been playing with UE4 and trying to make a cabin in the woods scene, but before going to the cabin and it's props I really wanted to try do the forest enviroment, so what is going on? I first will try to build up an good composition of forest, or at least something that start to please me. Using pre-made assets like trees, plants, grass and fx stuff from marketplace, not going to create anything right now.

I want to do a really small cabin in the woods, but this needs also to be a "lake house", i want this scene to be morning and cold out there

My goals:
  • create the outside lake enviroment
  • find a point where i like to start populate the scene with props
  • create the man made enviroment, like deck with canoe, a yard and the cabin
  • the yard must have a fire pitch, since it is cold on morning and night
  • the cabin have to be one single room with a stair for bed on the 2nd floor, and be nothing fancy
  • I have no obligations or fixed ETA by doing this, right now this is for play, know the engine a bit more and have fun :)

Things i would like to do:
  • work more on the plant and tree scattering
  • work more on the light, try to make this better as i can for now
  • work more on the plant sss and the way this looks when light hit it, you can note some plants are too green compared to the light scene
  • try to make my own green stuff assets, maybe i will need speedtree but idk.
  • try to optimize the scene, this fog was done by cards and it's ultra super expensive, can drop my fps to 20-50, at least this give me more control on the volumetric effect without affect the whole world, this is cool but too damn expensive.
So here is my current results: What you think?














Replies

  • FreneticPonies
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    FreneticPonies polycounter lvl 2
  • nastobi123
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    nastobi123 polycounter lvl 2
    hey man, nice stuff. Can I possibly see the breakdown for the grasses and bushes ? Cheers !
  • bigodon
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    bigodon triangle
    Nice start.
    thanks mate!

    hey man, nice stuff. Can I possibly see the breakdown for the grasses and bushes ? Cheers !
    Hi, sorry for that long break i took
    i was been busy and also working on it.

    I will post more details soon i have to share here.
  • bigodon
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    bigodon triangle
    After a long break, i was busy working and on my free time i used to improve the archviz the best as i can.

    The OP map doesn't exist anymore because i have remake it from scratch redoing many of assets, including a propper shore for lake and new rocks to separate the landscape from the lake shore border.

    i have uploaded on my artstation some images of the props i have made, currently i have finished the meshes, painted all the textures, imported the stuff to UE4, it's time to redo the foliage and start create materials and placing things on my new landscape, this going take a while to do, but i hope have this thing finished in two weeks or so.

    the area is big, i have took one map from affordable landsacapes bundle and reesculpt the whole terrain. This makes me think will be impossible to bake the illumination on my machine, even on the lowest baking settings available. But still something i'm going to see when i start teaking the illumination a bit better

    i manage to get ~30fps as minimum on my machine by propper optimize my assets, using single polygon bilboards for very far distance tree pines do the job pretty well and looks good enough, still having problem with the fake fog, but also managed to make it hit way less than on my previous attempt and i'm using a more simple material with less instructions. I also reviewed the lod of many assets and did some better meshes on lake shore to save performance of placing billions of little rocks

    you can check the progress of props on my artstation page: https://www.artstation.com/frazao
    there are over 200 unique props i did or optimized, but i recently upload just a few some.

    i'm using some, i think it's 8 or 10 props from my last archviz to save me some time

    but, check out!












  • bigodon
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    bigodon triangle
    I don't have the cabin built on ue4 yet, but for having a rough idea what i'm talking about, here is a screenshot from my c4d viewport with some assets and the cabin.

    front view:


    perspective top view:


    back perspective:


    going start pack things together on this week just after i create the materials and redo the foliage on the new area.

    as you can see, two floors with a balcony
    there is a pit fire, a bench on tree

    the roof is made with big four windows and get a better light propagation and cool view when we are inside, there are a fireplace on the 2nd floor with a chimney, this chimney will have a nice ray march material smoke similar to the ones we see on the division, and the pitfire will be able to turn on and off.

    there are plenty of cool things to do, i hope the results are great when i start packing it and i will keep this topic updated.
  • bigodon
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    bigodon triangle
    Ok, i have news
    the dock is almost finished

    here is the current result without light baked, i still need to add two more props on boat and the dock ramp stairs
    then i will can move to the cabin.








  • bigodon
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    bigodon triangle
    not my voxels, using someone smokey to fuel my chimney
    but damn... i loved this


    Gyfcat link: https://gfycat.com/gifs/detail/AdvancedEmptyDorado
  • Bletzkarn
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    Bletzkarn triangle
    damn you're good man.

    where are you getting your foliage assets from if you don't mind me asking?
  • FreneticPonies
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    FreneticPonies polycounter lvl 2
    The water material is missing light extinction/faloff. Nice job otherwise!
  • bigodon
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    bigodon triangle
    Bletzkarn said:
    damn you're good man.

    where are you getting your foliage assets from if you don't mind me asking?

    Thanks
    all foliage are from marketplace/megascans, except the distant coniffers on high mountain. These ones i created by myself the textures for bilboards
  • bigodon
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    bigodon triangle
    The water material is missing light extinction/faloff. Nice job otherwise!
    Thanks Frenetic, i will take a look on this today for sure
  • bigodon
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    bigodon triangle
    This is easily one of most hard prop to bring it for UE4, jesus...

    it was difficult to bring this prop to the EU4, but in the end everything worked out I had to split the mesh into 5 parts, in fact it was 6. But there is an entire part that I did not decide to use. The part of the interlaced basket was the most complicated





    also, there are few new props on the dock area
    the paddles are already on the map and placed, there are 8 of them



    and this is how look like the second floor roof window from the cabin
    still speaking about the cabin, i have to see another color for textures, maybe white painted wood or that color, but a bit more darker... still under consideration

    i also have to find out how to avoid the leafs from particles go inside the cabin.

    Gyfcat link: https://gfycat.com/gifs/detail/FaithfulLiveGrayfox



    and another ss from the back of cabin

  • bigodon
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    bigodon triangle
    almost finish the cabin, i decided bring a bit more assets from my last archviz
    i need to do just a few things on its interior before move to the second part of the cabin

    here are some ss from outside area right now









    So, when finish everything i will build the light and see the first results

    this cloud thing on distant pines is something i have to tweak or remove, the performance get hit so hard and the scene is currently pretty heavy and the results doesn't look like exactly something i wanted

    edit: i just noticed there is an overlaping mesh on my basket sofa
  • bigodon
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    bigodon triangle
    finished placing the last part of cabin
    now i will try to fix little things, improve performance

    then start working and building the lighting (already did a small test)





    if everything goes right as expect, i will clone the map and make it dawn like 5AM
  • bigodon
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    bigodon triangle
    before build the light i need to fix some things
    and i need your help here, let me demo what is happening for you better understand and see if you have a fix for this

    please take a look on this gyfcat:
    https://gfycat.com/gifs/detail/MenacingGlamorousBluemorphobutterfly


    - the static mesh of panels doesn't have build in lods
    - i haven't make any lods for this, because this is already low poly
    - i tried to use ue4 auto lod, but didn't work... this flickering still happening
    - i tried to remove all lods and the flickering also happen
    - the project anti aliasing is temporal aa and set to cinematic
    - this strange flickering happens some where on screen size ~0.3 but after pass this range, it looks like ~0.4
    - i tried to use a single mesh with textures on that panels, but didn't work well. The gaps just "close" with this screen distance

    i'm running out of ideas, any one know how to fix this?

    Also, until i can find a way to get rid of this flickering. I'm playing with two things: neofur and give a darker mask on the floor

    neofur on optimized shader doesn't kill the performance and make my carpet way better than it can look, the other version gives a big impact on performance for a very little gain.





    and the dark mask variation on the floor:
    i did this on my substance painter file, since there i have a bit more control on what is going on over the textures



    and yeah, there will be fire:
    i just don't know how to animate the emissive burned bark, i think is something with panner nodes (have to research how to do)

  • ilari
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    ilari triangle
    I really like this scene, the fog especially is a brilliant touch. The fog transition from water to land looks a little sharp though, maybe try placing some fog cards on the water like so?


    The flickering that's happening with the blinds looks to be a moire artifact. Take a look at this: https://answers.unrealengine.com/questions/121845/moire-problems.html

    I'd try solving it by switching to a single textured plane like you did for LOD1, then making custom mipmaps for the texture to ensure the blinds don't fade away completely at a distance: https://answers.unrealengine.com/questions/323747/how-to-import-custom-mip-maps.html
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