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    I'd love to crack open your materials. Any chance there is somewhere I can download any of your trees?

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      Koola Lord of aesthetics.
      ProBoon, Old-School FPS, Open Source & Tutorials
      Support Project Boon on Patreon

      On Steam Soon, Click Below

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        I'd love to see full scale resolution screenshots. Not to discredit any of this fine work, sir. But lots of things look good when you scale the image down. I just want to see it in raw form.
        Columbus Ohio Unreal Meetup
        @OCGameStudio | Sphere Complex | twitch.tv/WFMOz

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          Hello everyone, my name is Diego Ruiz Diaz, I'm a 3d artist and I have many years working in this area, recently with much effort I made a small company with some friends and we met a person who wanted to take advantage of what we did, since he had no any knowledge in the 3D area and he wanted to sell our services on behalf of himself and his company, Fortunately we realized on time and cut all contact.

          The seriousness of this matter is that this person two months later uploaded a demo reel with material not only from great artists but also from great human beings as Koola and EU4 Arch community.

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

          We deeply regret this matter, as it affects us all as artists, as Colombians and Latin Americans; It is inconceivable that today things like this are still happening. We've had to work hard for many years to tolerate this type of fraudulent activities that generates distrust in this media, specially one like ours wich customers are still beggining to know.

          Once again we regret this kind of behaviour, but we feel compeled to denounce what for many of us it's completly unnaceptable.
          Last edited by DiegomRuizDiaz; 06-08-2015, 12:50 PM.

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            Hey everyone !

            Here's a new scene inspired by the Educational Centre in El Chaparral (Alejandro Muñoz Miranda).
            The fun part is that the doors and walls have no diffuse map, just a white value, all the colors come from the lighting.

            https://youtu.be/yZ5iCwsIY78

            UE4 - Colors by koola koola, sur Flickr
            ____________________________________________________________
            https://twitter.com/Koola_UE4

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              Originally posted by koola View Post
              Hey everyone !

              Here's a new scene inspired by the Educational Centre in El Chaparral (Alejandro Muñoz Miranda).
              The fun part is that the doors and walls have no diffuse map, just a white value, all the colors come from the lighting.

              https://youtu.be/yZ5iCwsIY78

              UE4 - Colors by koola koola, sur Flickr
              As always - top notch!
              SuperGrid: Marketplace Page | Feedback Thread | Demo | Website
              Level design and prototyping for newbies

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                Koola, you're are a big inspiration for me, working in UE4. Thanks for sharing!

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                  Thx

                  Just for fun : same scene, different lighting ... much less colorful

                  UE4 - 'no'Colors by koola koola, sur Flickr
                  ____________________________________________________________
                  https://twitter.com/Koola_UE4

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                    Man that is fantastic..
                    Do you first setup the lighting and then do the materials or the other way around? What is your pipeline? Because I always fall into doubt of is my lighting wrong or material/texture brightness.

                    *Demands the latest BaseLightmass.ini settings*
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                      Do you first setup the lighting and then do the materials or the other way around? What is your pipeline?

                      The first thing I do is to disable the auto exposure (in the postprocess volume I set min and max brightness to 1 and the bias to 0).
                      Then I apply some very simples material (with just a color and roughness value) that roughly corespond to what I wanna do, and then I do the lighting.
                      But It's just a base, after that I do a lot of tweaks/tests with the materials and lighting.


                      And a little something I'm working on : try to have a good lighting quality in exterior and interior at the same time (and without direct lights).

                      ____________________________________________________________
                      https://twitter.com/Koola_UE4

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                        Hey that's cool looking.
                        Are you turning up the global illumination percentage using box triggers?

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                          Awesome as always Koola! Keep up the great work!
                          ARTSTATION: https://www.artstation.com/artist/noisestorm

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                            Originally posted by koola View Post
                            And a little something I'm working on : try to have a good lighting quality in exterior and interior at the same time (and without direct lights).
                            That absolutely photographic indirect lighting quality so makes me want to ditch realtime GI and go back to static lighting... Epic needs to do more than give you a grant: they need to put you on staff to make these results the standard out of the box for us mere mortals

                            Looking forward to all you do!

                            SINGMETOSLEEP / PARASOMNIA / DARKDRIFT / ETERNAL APEX / PRETTY ABRASIVE MUSIC / TWITTER @ACATALEPT

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                              Originally posted by koola View Post
                              Do you first setup the lighting and then do the materials or the other way around? What is your pipeline?

                              The first thing I do is to disable the auto exposure (in the postprocess volume I set min and max brightness to 1 and the bias to 0).
                              Then I apply some very simples material (with just a color and roughness value) that roughly corespond to what I wanna do, and then I do the lighting.
                              But It's just a base, after that I do a lot of tweaks/tests with the materials and lighting.


                              And a little something I'm working on : try to have a good lighting quality in exterior and interior at the same time (and without direct lights).

                              Soooo...just out of curiosity...how did you achieve that gif without dynamic exposure?^^ The indoor room looks almost black when you see it from the outside, so to make it look bright when you are in it you have to adjust the exposure. At least thats my experience^^

                              But anyways... great as always man!
                              Check out UNREAL 4 Lighting Academy
                              https://forums.unrealengine.com/show...ng-like-that-)

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                                Hum yeah, for an interior/exterior scene you need dynamic exposure^^ (I used 2 postprocess volume with different exposure bias for the gif, but it looks bad. With some tweak to the dynamic exposure, I have a smoother transition between interior and exterior).
                                ____________________________________________________________
                                https://twitter.com/Koola_UE4

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