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(UE4) Bakery visualization

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bigodon polycounter lvl 8
Hi, this is my 4th real time visualization project, and lke the others I try my best to make it better than previously one, and this time I focus to make a neighborhood clean bakery to be viewed on daylight and rainy scenes. For pre-made stuff I used some marketplace assets to create the rain scene and fully converted/recreated/retextured from scratch some archmodels to bring it for UE4. 

This scene is currently not playable or optimized for VR walkthrough, I made in mind for just take some shots and screen captures, so, my draw calls and lods is screaming loud... you can imagine how the fps is getting hit hard here. I used full movable lights, so no baked for both interior and exterior area.

ha, let me tell you how shameless 6 fps I got on my rainy scene  <3 ok, like I said, this is not intended to be playable, also I couldn't use foliage tool because the instances needed to be placed very specific and later on adjusted in a way that would be impossible to not get invalids.

The daylight scene is separated by two PPV, one for bakery interior and another one just for the street view, you may know how hard would be working with baked lights here. Maybe later I can do some lightmass tests and surely will get way better results than I'm presenting right now.

The rain scene is a copy of daylight, I adjusted the PPV and added the new shaders and effects. for the fake fog fallout from sky I used this awesome free bp:  https://www.artstation.com/artwork/Yd4OX and this is REALLY useful for composite fog on scene, just where exponential height fog can't reach how you like.

the rain drops on glass shader two ue4 marketplace well know materials:
"advanced glass material pack" and "animated rain waterdrop material"
for rain, i used the "vfx weather pack"
 
I drop an engine plane and drop the material on it, then tweak, so the glass is two shaders separated from it's own material id and another plane to help the composition

The food is an archmodel pack, they had photogrammetry some very useful. beauty and photorealistic food pack, I redid the decimation where mesh is way bigger than 10k tris, and keep it's uvs for retexture later on substance painter, mostly I redid all food roughness map by manual painting it. the other maps are fine and save me a giant time.

Still speaking about the food, the freezer food I full made it from scratch, from modeling to texture, so I created some weird random food like: choco whey drink (lol!), ham table, cheeses, pepperoni, and another 16 different food stuff where I used bp to group and scatter it inside on freezer.

The buildings are just 5 in total, and I made 2 or3 texture variation for each one

I didn't used datasmith, this is built like the old fashion way we do when playing unreal

And I haven't post it yet on my artstation because I still have to render the scene video yet, but check out some screenshots from the project, I will post more later on artstation, including the video.

I hope you like it, It was really fun to do this project,













Replies

  • Ashervisalis
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    Ashervisalis grand marshal polycounter
    Looks really cool. I think you should rotate the food randomly (donuts, brownies, etc) because I instantly spotted the food's textures were the same. The bakery's lighting in the last image also looks off, very CG. I don't know if it looks too well lit or what.
  • bigodon
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    bigodon polycounter lvl 8
    Looks really cool. I think you should rotate the food randomly (donuts, brownies, etc) because I instantly spotted the food's textures were the same. The bakery's lighting in the last image also looks off, very CG. I don't know if it looks too well lit or what.

    Hey Ashervisalis 
    thanks for the feedback, really appreciated.

    I had rotated some food, (not all of them) but tried to rotate some to do this what you said, but yeah
    some still looking the same

    the daylight of street i'm struggling a bit to make it somewhat between reinhard and linear multiply, every time I adjust the ppv to make the approach more reinhard, i missed the look of linear multiply, but when i'm on linear multiply look, I also find it too strengh and try to back for reinhard.

    I will try to tweak a bit more this ppv and see if I can make it better
  • bigodon
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    bigodon polycounter lvl 8
    Finished the video


    3min long, nothing special, but you can have a better visualization of the whole scene on day and rainy outdoors and day indoor. 

    https://www.youtube.com/watch?v=NUGYvrSfs_4


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