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[UE4/Environment] SAMPA // a near future sci-fi city

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    #16
    Hey man,

    you can actually use reflection captures together with the movable skylight and DFAO if you have upgraded to 4.4! The trick is to allow the reflection environment to capture from Diffuse. Normally it also needs Lightmass information, so if you have no Lightmass, the reflection environment is black. Back in the days you could just disable "reflection environment lightmap mixing"....but thats not working anymore.

    So now, you have to type in "r.DiffusefromCapture 1" or put "r.DiffusefromCapture=1" into the ConsoleVariables to make it work with dynamic lighting. Note that it doe still not update in realtime during game though That would be neat

    Cheers!
    Check out UNREAL 4 Lighting Academy
    https://forums.unrealengine.com/show...ng-like-that-)

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      #17
      This looks very good, has a Japanese feel to it.

      My only critique would be about the trees. The type of trees look out of place, maybe something more to these:

      - Big city tree
      http://transportblog.co.nz/wp-conten...TREES_5898.jpg

      - Sidewalk small tree
      http://www.el-cerrito.org/images/pages/N463/tree1.jpg


      btw is this going to be a game?

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        #18
        nice work. compliments
        || DigitalTRX | C4DGames ||

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          #19
          Originally posted by Daedalus51 View Post
          Hey man,

          you can actually use reflection captures together with the movable skylight and DFAO if you have upgraded to 4.4! The trick is to allow the reflection environment to capture from Diffuse. Normally it also needs Lightmass information, so if you have no Lightmass, the reflection environment is black. Back in the days you could just disable "reflection environment lightmap mixing"....but thats not working anymore.

          So now, you have to type in "r.DiffusefromCapture 1" or put "r.DiffusefromCapture=1" into the ConsoleVariables to make it work with dynamic lighting. Note that it doe still not update in realtime during game though That would be neat

          Cheers!
          Aw cool! I ended up using lightmaps for the final piece though, even thouugh it takes a bit to build the lighting the map runs much faster

          Anyways, thanks everyone for crits and support. I just posted the final piece in the release works section, head over here to check out the final screenhots!

          www.thiagoklafke.com
          www.unreal4environments.com

          Unreal 4 Projects:
          Tutorial: Modular Modern Office
          Sampa VR
          Temple of Utu

          Comment


            #20
            Can you make a version of the video that has no copyright protected music in it? Youtube in Germany is not showing it because of that
            Check out UNREAL 4 Lighting Academy
            https://forums.unrealengine.com/show...ng-like-that-)

            Comment


              #21
              Originally posted by Daedalus51 View Post
              Can you make a version of the video that has no copyright protected music in it? Youtube in Germany is not showing it because of that
              I was about to mention this, but most people don't know our pain with blocked videos due to music in Germany and I don't want to bring it up 50 timers a day. Also people should be able to use whatever music they feel like. So http://www.unblocker.yt remains the best way for Firefox users .

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                #22
                Fantastic, keep it up!
                ArtStation - Portfolio

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                  #23
                  Updated the video with a stock youtube music so german users can watch it

                  ******* draconian DRMs...
                  www.thiagoklafke.com
                  www.unreal4environments.com

                  Unreal 4 Projects:
                  Tutorial: Modular Modern Office
                  Sampa VR
                  Temple of Utu

                  Comment


                    #24
                    Long time Lurker, first time poster.
                    Great work.
                    If you are after more fluidity with your camera edits make sure you cut to the camera while it is already into/through the movement, removing the stopping and starting easing.

                    Comment


                      #25
                      Originally posted by lilrich999 View Post
                      Long time Lurker, first time poster.
                      Great work.
                      If you are after more fluidity with your camera edits make sure you cut to the camera while it is already into/through the movement, removing the stopping and starting easing.
                      Good point, several people pointed this out too
                      www.thiagoklafke.com
                      www.unreal4environments.com

                      Unreal 4 Projects:
                      Tutorial: Modular Modern Office
                      Sampa VR
                      Temple of Utu

                      Comment


                        #26
                        Is this like, procedurally generated using blueprint, or are they set pieces that are meticulously placed down? I'd love to see what all the individual pieces look like.

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                          #27
                          This is looking fantastic. Any chance you could explain your workflow roughly? Do you model all those props and building in Maya, Blender, 3ds? I would love to learn how to do this, any chance you put me into the right direction?
                          LinkedIn | Link custom Shaders | Atmosphere Modelisation & Procedural Planets | Distance Matching Locomotion | Nvidia GameWorks builds - 4.19.2 : VXGI2.0, Blast, HairWorks, Flow - Plugins: VictoryBP

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                            #28
                            Very nice work! For some reason the first screen made me think of the UT 99 map Zeitkind. Spent many (too many) hours in that map.

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                              #29
                              That looks cool, good job!

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