I'm creating this old-style laboratory in Unreal Engine 4 (meshes and materials).
I could use some opinions about what to improve.
The scene has 152.393 tris so far, how many tris would you aim for? What do you think about the materials?
Here's how it is looking so far:
My plan is to add more meshes over time and make it more multiuse (lets say usable for witchcraft as well).
video from the viewport if you prefer:
https://youtu.be/uimUwdNnj5I
Replies
As for the lighting somehow I'm unable to replicate the results Epic shows in their "Realistic rendering" example:
- added a few more meshes, like new bottle types, a Galvanic Cell,
- made a few more experiments with the wood material,
Didn't modify the building parts yet. So far only gathered some possibilities for a different floor.
Here's a couple of new pics with just light from the outside:
I'm planning to add more detail to the Galvanic cell lamp stand:
Also added some metallic decals to one of the shelfs:
I'm still suffering with the shadows and lighting options and I just hate this change value/bake light/change values ... I tryed the options from the UE4 troubleshooting guides ( LINK ) but it's still not sharp.
I hope in next update I'll have some new kind of floor to show.
If I use the "Play -> Simulate" Mode my nVidia GTX970 is running this at 40fps average @ 1080p but in terms of visuals things are not so different from the "Play -> Perspective" mode which runs at a locked 120fps value. I wonder how there is such a fps difference.
For some reason the furniture wood material looks great in darker areas and strange in illuminated areas. And there are a few inconsistent shadows courtesy of UE4 calculations. Critics welcome as always.
Here's some attemps I made:
liquids_example2.jpg
Has anyone got a solution for this? I'll post if I find fix.