Great work so far! One thing I'm noticing are the baseboard and crown moulding profiles. Were they created from a reference? They seem a bit clunky and unrealistic. Check out this site for some clean/realistic profiles: http://www.libertywoodproducts.net/moulding/
As far as I remember, those are what they look like in the game.
awesome attention to details and I like how you setup lighting on the scene. are you using ut 4.5 version? if yes how you're enable GI in it? i know on prev versions you need to dig some .ini files to turn it on, but in 4.5 it must be working already? thanks and keep it up!
Yes i'm using the 4.5 version, but I didn't try the dynamic GI. I don't know if it still only usable with a directional light, wich I don't use in this project. I'm working like in UDK for now, wich is making use of Lightmaps to get baked GI out of lightmass.
Just a quick update
-tweaked lighting a bit, messing here and there just for fun
-soda can done
-books done
***Ugly shadow baking*** didn't figure out why yet.
This is going to be my last piece ! It looks so complicated to replicate. Looks like they've used 3D scan or something, because the texture is too perfect and organic IMO.
i think you may have gone a little overboard with the normal map strength on the painting. Also, the roughness seems a little less than it should be on the top of the cabinet and on the pictures.
Epic has a nice little simple material setup for roughness on the metals in their free FPS environemt that you should check out. It's the same kind of effect you're going for and looks better than a simple roughness map plugged into the roughness slot.
Nice work dude. I dont know if it is this dark in the actual game but for the presentation you have given I feel it is FAR to dark. I have trouble looking at most of your assets. It could just be my monitors but viewed it on 3 now and all are pretty damn dark.
Nice work dude. I dont know if it is this dark in the actual game but for the presentation you have given I feel it is FAR to dark. I have trouble looking at most of your assets. It could just be my monitors but viewed it on 3 now and all are pretty damn dark.
Well you're not the first one telling me this, i did take a look on another computer and yeah, it's hard sometimes to clearly see what is in the scene.
Nice! Amazingly perfect recreation! What kind of texturing and material process did you use for the wear and tear on the walls, etc? Decals on top of tiling textures or something?
Hay dude its definitely brighter which mean I can now see all of those darker areas, feels a little grey in them now though. I presume this is because you brightened up the video in editing software rather than in unreal and re rendering it.
also.
I dont know if u noticed but at 1.32 you see the UE4 fps placeholder gun and its looking at a wall I think. For only a second or so but it did break the immersion for me.
SORRY for nit picking but it looks so sweet I thought id point it out.
jacob07777 : The last scene from 3:19 to finish is from the game demo, I just tried to seemlesly merge the video capture from the game in my project...the lighting is not even the same, but I knew i could get this jumpscare to happen at this very moment.
noscope: Yeah thanks, i did noticed only after you pointed it out XD, fail on that one i guess.
There's not much else I can say other than it looks amazing. In some aspects it even feels better than the original. I watched a playthrough of the real game on youtube and it didn't really scare me, but I felt creeped out the entire time I was watching your remake!
Nice! Amazingly perfect recreation! What kind of texturing and material process did you use for the wear and tear on the walls, etc? Decals on top of tiling textures or something?
I use a detail Normal map for my walls. For the base color I simply use a constant 3 vector and i added a custom mask i did in photoshop. I also added decals here and there for those cracks and specific details.
Use it as a portfolio piece, and I hope to get a job soon.
Will definitely make you stand out. Wish you the best of luck! :thumbup:
You should post this in the UE4 community forums. Will definitely get you showcased in their weekly live-stream!
Will definitely make you stand out. Wish you the best of luck! :thumbup:
You should post this in the UE4 community forums. Will definitely get you showcased in their weekly live-stream!
Replies
As far as I remember, those are what they look like in the game.
Yes i'm using the 4.5 version, but I didn't try the dynamic GI. I don't know if it still only usable with a directional light, wich I don't use in this project. I'm working like in UDK for now, wich is making use of Lightmaps to get baked GI out of lightmass.
-More objects to come
-tweaked lighting a bit, messing here and there just for fun
-soda can done
-books done
***Ugly shadow baking*** didn't figure out why yet.
-every cans and bottles placed in the level
-Next : Plants
-will do the other one tomorrow
-Time to do the small props !
PS: Will teak the roughness og this wooden picture frame
-ash tray and cigarettes done
-Next : Chocolate Bar
This is going to be my last piece ! It looks so complicated to replicate. Looks like they've used 3D scan or something, because the texture is too perfect and organic IMO.
Epic has a nice little simple material setup for roughness on the metals in their free FPS environemt that you should check out. It's the same kind of effect you're going for and looks better than a simple roughness map plugged into the roughness slot.
-Next : cookies
[ame="http://www.youtube.com/watch?v=UKiy2Pwp8Ek"]P.T. recreated on Unreal Engine 4 - YouTube[/ame]
But otherwise, great work.
Well you're not the first one telling me this, i did take a look on another computer and yeah, it's hard sometimes to clearly see what is in the scene.
On my main pc it is all ok though :poly122:
also.
I dont know if u noticed but at 1.32 you see the UE4 fps placeholder gun and its looking at a wall I think. For only a second or so but it did break the immersion for me.
SORRY for nit picking but it looks so sweet I thought id point it out.
noscope: Yeah thanks, i did noticed only after you pointed it out XD, fail on that one i guess.
Use it as a portfolio piece, and I hope to get a job soon.
I use a detail Normal map for my walls. For the base color I simply use a constant 3 vector and i added a custom mask i did in photoshop. I also added decals here and there for those cracks and specific details.
Will definitely make you stand out. Wish you the best of luck! :thumbup:
You should post this in the UE4 community forums. Will definitely get you showcased in their weekly live-stream!
will do thanks for the input :thumbup: