In the last weeks I have been reproducing my own office in UE4. Figuring out how far I can get in terms of quality. Getting the lighting right seems most important to me. Still work in progress.
This is looking really cool. Its one of those things that is difficult to critique because the improvements to be made are all pretty subtle stuff. Like the cords under the computer for example. I might help to make a couple cords a bit lighter color of black and maybe a blue one for ethernet. Its just all a very dark black right now throughout the entire cords. Other than that I think it would help to break up some of the straight edges especially in this view https://us.v-cdn.net/5021068/uploads/editor/ub/c1vfijkdp5mc.jpg The wall with the door feels more 3d as well as the cardboard (?) box's. But as you can tell I'm nitpicking. I think you're doing a very good job just gotta keep looking at little details on everything.
I´m using: 1 directional light, 1 SkyLight (with HDRI) and 2 spotlights in front of the windows with quite a large radius. (As well as LightmassPortals where the windows are.)
also Lightmass Settings:
What seems to be important here are high values for indirect bounces to get an even illumination. As well as small values for StaticLightingLevelScale to get all the details into your Lightmap.
Lighting looks great and the scene looks real at a glance but then you start to see the small things that give away that its fake. Good start though, this could definitely turn out real nice with a bit more work
The cables and computers are what stand out to me, as I've seen my fair share of messy cables. The cables dont feel like they have any weight, I think they would sag more when theyre hanging from the table Same here, cables usually hang almost straight down unless theyre strung tight. Example
Another thing is that most cables have bends in them from when they were packaged Example
Thx for your feedback. I will put some more effort into the cables. Giving them more weight. And maybe some plugs where the the cables are supposed to be connected to the computers.
You´re welcome. Some more information if that might help: StaticLightingScale depends on the size of your scene and the size of your details. The number of indirect lighting bounces may be a bit high in my case. With darker materials you can possibly get away with a much smaller number. Also I turned down the ambient occlusion to be very subtle.Diffuse boost is left at default value.
The lights, I pushed thme to be very bright! Spotlights have super high intensity of 50.000. Skylight an intensity of 180.
Directionallight of 12 (that might not make any sense).
...asking myself how I ever got to these values...
good work. I think you are in the right corner when light is the most important element of the story you are telling. I really like it, and you´ve got down most if it. Keep exploring your office, is the only thing I can think of as an advice. You might find very small but vital clues.
So before going on vacations I decided to call that one finished. Have a look on the final scene in VR: https://youtu.be/b7rRPlJn5fc Any comments, critique is very much appreciated!
Replies
what do you think?
any critique is very much welcome!
btw: VR comimg soon...
But as you can tell I'm nitpicking. I think you're doing a very good job just gotta keep looking at little details on everything.
Yes, good points! I will need to put some more love into the wires and cables, as well as that straight edge on the wall.
1 directional light, 1 SkyLight (with HDRI) and 2 spotlights in front of the windows with quite a large radius.
(As well as LightmassPortals where the windows are.)
As well as small values for StaticLightingLevelScale to get all the details into your Lightmap.
Does that make any sense?
Good start though, this could definitely turn out real nice with a bit more work
Could you tell what ´small things´ should I give more work? What did it break for you?
The cables dont feel like they have any weight, I think they would sag more when theyre hanging from the table
Same here, cables usually hang almost straight down unless theyre strung tight.
Example
Another thing is that most cables have bends in them from when they were packaged
Example
@dargor5
Some more information if that might help:
StaticLightingScale depends on the size of your scene and the size of your details.
The number of indirect lighting bounces may be a bit high in my case. With darker materials you can possibly get away with a much smaller number. Also I turned down the ambient occlusion to be very subtle.Diffuse boost is left at default value.
Spotlights have super high intensity of 50.000.
Skylight an intensity of 180.
https://youtu.be/b7rRPlJn5fc
Any comments, critique is very much appreciated!