Trying to wrap up this scene. Anyone know the best way to get the best screen shots out of ue4. I tried high rez screenshot and get getting jaggies and a bunch of other stuff. If anyone knows I would greatly appreciate it.
This looks great Clint. Really nice subtle lighting too. It's baked GI, not LPVs right?
And how are you doing the screenshot? Through the HighResShot command or the screenshot tool? I've gotten jaggies with the tool, but haven't tried the command yet.
Great looking scene! Really nice lighting in there.
What size multiplier number are you using in the High Resolution Screenshot mode? Since it doesnt apply AA, you always want to take a pretty high res screenshot (I usually do 3) and downsample in Photoshop to get some nice AA in there.
Did a bunch of gathering ref from the late 1960's and early 1970's for office reference.
Two big media references were Good Morning Vietnam
and Mad Men.
They both helped to establish color palette and overall feel of the room.
As for individual assets I used Pinterest as my best friend and just kept collecting images every time I would find something that I thought would fit the scene: https://www.pinterest.com/crumplercm/saigon/
The lighting for everyone who asked is set up pretty simple and is using the Koola method of thinking with bounce light bakes from GI.
Here is the whole room setup
Here is my indirect pointlight light Koola's setup:
With that I wanted to punch up the light at the forefront of the window since it was a lot of light pouring through and bouncing off the blinds. So I added two smaller direct lights for that:
Then I wanted to make sure I had a directional sunlight to cast a light through the blind openings:
Then some lights in the hall for flavor which don't really do much but ad a bit of counter color to the room externally:
Also the capture actors helped to seal the deal overall with metal reflections and such:
Overall the lighting really was mostly tweaking and waiting for the build to test it out.Hope that helps!:)
Had a bit of time recently to revisit this scene and tweak a lot of the post processing, lighting, material properties, and create a few new assets for it. Thanks everyone who I chatted with about the feedback and tweaking color values!
Also got a chance to clean everything up and post the scene for purchase on gumroad: Discount for first 10 polycounters of 20% Code: Polycount https://gum.co/vPsUg/polycount
Replies
And how are you doing the screenshot? Through the HighResShot command or the screenshot tool? I've gotten jaggies with the tool, but haven't tried the command yet.
I'd love to see your lighting setup as well.. (which lights.. indirect lighting intensity/smoothness and all that stuff)
It's a great scene! How did you decide on the subject matter? Where did you get your reference from?
What size multiplier number are you using in the High Resolution Screenshot mode? Since it doesnt apply AA, you always want to take a pretty high res screenshot (I usually do 3) and downsample in Photoshop to get some nice AA in there.
Did a bunch of gathering ref from the late 1960's and early 1970's for office reference.
Two big media references were Good Morning Vietnam
and Mad Men.
They both helped to establish color palette and overall feel of the room.
As for individual assets I used Pinterest as my best friend and just kept collecting images every time I would find something that I thought would fit the scene:
https://www.pinterest.com/crumplercm/saigon/
Also flickr hive mind is super cool for period based image searches:
http://flickrhivemind.net/
The lighting for everyone who asked is set up pretty simple and is using the Koola method of thinking with bounce light bakes from GI.
Here is the whole room setup
Here is my indirect pointlight light Koola's setup:
With that I wanted to punch up the light at the forefront of the window since it was a lot of light pouring through and bouncing off the blinds. So I added two smaller direct lights for that:
Then I wanted to make sure I had a directional sunlight to cast a light through the blind openings:
Then some lights in the hall for flavor which don't really do much but ad a bit of counter color to the room externally:
Also the capture actors helped to seal the deal overall with metal reflections and such:
Overall the lighting really was mostly tweaking and waiting for the build to test it out.Hope that helps!:)
Had a bit of time recently to revisit this scene and tweak a lot of the post processing, lighting, material properties, and create a few new assets for it.
Thanks everyone who I chatted with about the feedback and tweaking color values!
Also got a chance to clean everything up and post the scene for purchase on gumroad:
Discount for first 10 polycounters of 20%
Code: Polycount
https://gum.co/vPsUg/polycount
Thanks for looking!