[WIP] [UE4] Modular Japanese Temple

kelheor
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kelheor polycounter lvl 3
This project was started a couple of years ago but stopped due to lack of experience. Then I tried to recreate everything from scratch during the Artstation challenge, but again, I wasn't able to finish it due to personal circumstances. Now I finished my previous project and decided to finally complete this environment.

In this thread, I will post my progress on this environment. 

Latest update:



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  • kanga
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    kanga interpolator
    Looks pretty super! Love the curved forms. May be interesting for modular dummies like me for you to outline your process a bit.

    Great stuff.
  • kelheor
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    kelheor polycounter lvl 3
    Update 7.11.19

    For the last week I worked on a couple of things:
    - Resurrected the whole project, which was abandoned since the Artstation Challenge.
    - Worked on materials and UV.
    - Tried to make it possible to work on this project on 2 different PCs seamlessly.

    Trim Sheet for temple fundament was sculpted in ZBrush, baked in Marmoset Toolbag and finally polished in Substance Painter.



    I used the AtlasMaker node to make trim sheet for roof details/decals. Good thing is that you can update parts of your trim sheet at any time without a lot of effort. This texture has a 2K resolution and created for 512px/m texel density. I probably pack more decals later in it, when I need them.



    Lots of work took UVs, especially for roofs. Very useful addons for UV in Blender is Magic UV, TexTools, Texel Density Checker.



    A prototype of this temple is Byōdō-in, but I added some changes in it. Though the main forms are complete, I still not sure about surroundings - walls/water/something else?

    Some screenshots from UE4 (all shadows are from Mesh Distance Fields + SSAO - no cascaded shadow maps on images below):





    As for seamless work on 2 different PCs, I tried a couple of solutions. 

    First of all, I tried SyncThing. In the beginning, I used 2 PC + Mobile Phone for sync files. Then I tried to use Raspberry Pi 3 Model B instead of the smartphone to make it work 24/7. I also tried to use my own relay on VPS. It worked fine for small files, but pretty unstable if you need to sync 1-2 Gb every day - sometimes sync could take 1-2 hours.

    Then I moved to usual cloud providers and currently testing this solution. The main idea to enable sync only when you need it and disable it when you're working on a project. The reason for this is because unlike SyncThing, most cloud storage providers are not supporting delta sync (except Dropbox maybe, but it's too expensive) and ability to exclude subfolders from sync (not even Dropbox).
  • kelheor
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    kelheor polycounter lvl 3
    Update 9.11.19





  • kanga
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    kanga interpolator
  • icegodofhungary
    Everything looks pretty consistent in quality and high quality indeed. If you haven't yet, I think a night version of this would be phenomenal, with paper lanterns and the like. Would also be good lighting practice.
  • kelheor
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    kelheor polycounter lvl 3
    Update 11.11.19

    What's new:

    - Global Lighting Controller (GLC)

    GLC Features:
    - Day/night cycle within real-world coordinates.
    - Auto-activation of point/spotlights and blueprints with advanced light interface with the ability to ignore certain lights
    - Correct sun position by using UE4 Sun Position plugin
    - Blending between day/night parameters for Sky Sphere, SkyLight, Directional Light, Atmospheric Fog, Exponential Height Fog
    - Can be run in the editor via construction script or at runtime 
    - Trigger blueprint to switch between day/night
    - Advanced light blueprint, which supports additional features, like intensity blending during day/night cycle


  • kelheor
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    kelheor polycounter lvl 3
    Everything looks pretty consistent in quality and high quality indeed. If you haven't yet, I think a night version of this would be phenomenal, with paper lanterns and the like. Would also be good lighting practice.
    Working on it. Look for the latest update with video. :)
  • kelheor
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    kelheor polycounter lvl 3
    Update 18.11.19

    Global lighting controller improvements, including:
    - Easier to add new parameters to switch them between day/night/dusk/dawn
    - Added new parameters for skylight, directional light, and exponential height fog
    - Ability to select a certain time of a day via combobox (midnight, morning, evening, etc).

    Lots of improvements on Advanced Light blueprint, including:
    - Light flickering for mesh emissive and light function
    - Wind simulation to make meshes looks lively
    - Physics Constraint and Cable Component support - visible connect lights to surface and affect its movement by physics
    - Tons of parameters to tune for both light and mesh
    - Quickly change from point light to spotlight or mesh emissive only lighting.


  • Eric Chadwick
    Would be cool to see the leaves transition to green as the sun hits them.

    Also, need a jump pad on the end there, ala The Longest Yard. :D
  • kelheor
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    kelheor polycounter lvl 3
    Would be cool to see the leaves transition to green as the sun hits them.
    Currently, everything follows the timings, which can be set in the global lighting controller (when a transition from day to night starts). But I guess it's possible to add custom timings to the advanced light blueprint, so each actor can have separate info when to start such transition. It will make possible to set accurate transition interval so the tree will change color exactly at the moment when the sun starts to shine. I will add this to the task list.
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