Hi guys, this is my first post here.
I would like to show you my first work on Unreal Engine 4.
There is a simple build playable here if you want to walk around in the appartment by yourself. This is real-time architectural visualization. And optimization was not the center of my work with this scene!
Edit: Most of my work on these assets was about optimizing their initial geometry and create efficient shaders through UE 4. On that work I mainly followed Koola's workflow.
That was truly gorgeous. Even the lighting seems accurate - it does really feel like a Parisian apartment (the expensive kind !)
My only nitpick would be ... the bird chirps. I now this sound a little silly a far as constructive criticism is concerned, but they do sound a little odd given that such Haussmanian apartments are, by definition, located on very large boulevards with a buzzing street below. Now of course I am not saying that the video should have car noises or anything of the kind either (after all such apartments are usually pretty high up, so that wouldn't be accurate either) but I just thought I'd mention it.
Hi Bendix
Work on shaders is impressive. The models seem to come from a bank like Evermotion ?.
Can you give us information about your process, such as time spent optimizing models and creating shaders ?
Hi Bendix
Work on shaders is impressive. The models seem to come from a bank like Evermotion ?.
Can you give us information about your process, such as time spent optimizing models and creating shaders ?
I'm currently looking for a replacement jaw :poly121:
Seriously this is insane, this looks so real !
I whish someone could soon put a good UE4 tutorial about interior lighting, global illumination and all that stuff. Lighting is really my weakest point ...
Really amazing artwork. I'm looking forward to the new build!
1. What learning material did you use for following koolas workflow - His Lightroom scene and his UE4 forum thread? Any more infos you got your hands on?
2. How long was your light build and did you layout your UVs in UE4 Editor? Looks pretty amazing.
Amazing work!
I'd really like to hear about lightning setup.
Is all lightning static?
Is sunlight static?
Did you change any settings in .ini files?
Did you make UVs for lightmapping in the UE editor?
In my opinion lightmapping is the weakest part of UE4 at the moment.
Both UV generation and indirect light calculation.
It's sad to notice black blotches in this otherwise perfect scene.
Amazing work!
I'd really like to hear about lightning setup.
Is all lightning static?
Is sunlight static?
Did you change any settings in .ini files?
Did you make UVs for lightmapping in the UE editor?
Definitely curious about the .ini tweaks, if there were any. Regardless, nice job!
Do you think you could allow for the console in the next build. (I think would have to package as developer build instead of shipping) I am using the rift DK2 and would like to use the commands "stereo on" or "stereo hmd" also "r.postprocessAAquality 0" and "hmd sp" to enable the rift support that is built into the engine, this would be really neat to walk around with it! Btw you are getting a lot of upvotes on http://www.reddit.com/r/oculus/comments/2tuzz2/paris_apartment_demo_unreal_engine_4_i_think/ and rift support not even enabled yet
OMFG, awesome!
I'm trying to make a Virtual Tour in UE4 too, but i don't know how many poly's i can use for a model, like the sofa... how many polygon's did you use in the sofa's for example?
TKS! and "My dick is so hard it could cut diamonds" too...
The walking-around-with-awkward-head-movement motions was really distracting. It shows the scale of things well, but thats about it. Studying interior camera shots and applying those to this would be the icing on this delicious cake.
The walking-around-with-awkward-head-movement motions was really distracting. It shows the scale of things well, but thats about it. Studying interior camera shots and applying those to this would be the icing on this delicious cake.
i kind of agree, but then again it's showing that it's in a game engine, so the FPS type of walk around was used, i think that's why at least.
i kind of agree, but then again it's showing that it's in a game engine, so the FPS type of walk around was used, i think that's why at least.
I think the context is important - Youtube is non-interactive so you might as well play to the strengths of controlling the edit and movement. When you're demoing live to people, they're a lot more forgiving because they're in control.
Just my 2c, doesn't take away one iota, this is phenomenal work. Colour me jealous.
The walking-around-with-awkward-head-movement motions was really distracting. It shows the scale of things well, but thats about it. Studying interior camera shots and applying those to this would be the icing on this delicious cake.
Few weeks ago i was reading comments to one of the other arch-viz video from UE4 using "slider" type of camera movement. Of course someone stated something like: "Why there is no FPS mouse movement, whats the point of using realtime engine then.". So probably the only way to pleasure everyone is to make 2 videos :poly121:.
@thread
Brilliant work, I just wonder how it would look and feel viewed using VR like Oculus Rift.
Replies
You really like chromatic abberation dont you ? :P
My only nitpick would be ... the bird chirps. I now this sound a little silly a far as constructive criticism is concerned, but they do sound a little odd given that such Haussmanian apartments are, by definition, located on very large boulevards with a buzzing street below. Now of course I am not saying that the video should have car noises or anything of the kind either (after all such apartments are usually pretty high up, so that wouldn't be accurate either) but I just thought I'd mention it.
Work on shaders is impressive. The models seem to come from a bank like Evermotion ?.
Can you give us information about your process, such as time spent optimizing models and creating shaders ?
Work on shaders is impressive. The models seem to come from a bank like Evermotion ?.
Can you give us information about your process, such as time spent optimizing models and creating shaders ?
Seriously this is insane, this looks so real !
I whish someone could soon put a good UE4 tutorial about interior lighting, global illumination and all that stuff. Lighting is really my weakest point ...
i'll up the build again tomorrow! Sorry
1. What learning material did you use for following koolas workflow - His Lightroom scene and his UE4 forum thread? Any more infos you got your hands on?
2. How long was your light build and did you layout your UVs in UE4 Editor? Looks pretty amazing.
A screenshot with "lighting pass" is possible? :poly136:
absolutely killer work ! probably the best unreal engine 4 "thing" i have seen so far!
I'd really like to hear about lightning setup.
Is all lightning static?
Is sunlight static?
Did you change any settings in .ini files?
Did you make UVs for lightmapping in the UE editor?
In my opinion lightmapping is the weakest part of UE4 at the moment.
Both UV generation and indirect light calculation.
It's sad to notice black blotches in this otherwise perfect scene.
Definitely curious about the .ini tweaks, if there were any. Regardless, nice job!
https://forums.unrealengine.com/showthread.php?28163-ArchViz-Lighting
I'm trying to make a Virtual Tour in UE4 too, but i don't know how many poly's i can use for a model, like the sofa... how many polygon's did you use in the sofa's for example?
TKS! and "My dick is so hard it could cut diamonds" too...
The walking-around-with-awkward-head-movement motions was really distracting. It shows the scale of things well, but thats about it. Studying interior camera shots and applying those to this would be the icing on this delicious cake.
i kind of agree, but then again it's showing that it's in a game engine, so the FPS type of walk around was used, i think that's why at least.
I think the context is important - Youtube is non-interactive so you might as well play to the strengths of controlling the edit and movement. When you're demoing live to people, they're a lot more forgiving because they're in control.
Just my 2c, doesn't take away one iota, this is phenomenal work. Colour me jealous.
@thread
Brilliant work, I just wonder how it would look and feel viewed using VR like Oculus Rift.