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Cliff House ArchViz Walk Through

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  • #16
    Nice work, nice photo!
    Real3D.org Create realistic models support Unreal Engine

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    • #17
      Looks great!
      | QuinnVR | Portfolio | Twitter |

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      • #18
        Originally posted by S-Dot View Post

        There are too many assets in this scene that I bought from the marketplace myself. So for copyright reasons I won't be able to do this. And without those assets it would be quite a mess.

        But you can download the scene if you want to check it out here. You won't be able to open it in the editor though. It's just the built for windows (1.6 GB zipped). Give it a few minutes when you open it for the first time to load and stream all textures in proper.
        Where can I download this?

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        • #19
          Originally posted by jojo8026 View Post

          Where can I download this?
          there is a link a few replies up #10

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          • #20
            This project looks brilliant.

            The Rock in which the building is on, and to the left of; is this terrain or actual rock meshes?

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            • #21
              Originally posted by Davidw123 View Post
              This project looks brilliant.

              The Rock in which the building is on, and to the left of; is this terrain or actual rock meshes?
              Thanks David, It is both rock meshes and landscape. Most assets are from a marketplace pack called Modular Cliffs.

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              • #22
                Just checked it out, I have a couple of questions, where did you get the following Railing mesh, is it an asset on the marketplace and if so what one is it? and what are you using for the ocean?

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                • #23
                  Originally posted by jojo8026 View Post
                  Just checked it out, I have a couple of questions, where did you get the following Railing mesh, is it an asset on the marketplace and if so what one is it? and what are you using for the ocean?
                  The railing meshes I made myself. There is a modular section and an end section. I baked a low poly version quickly off a more detailed high poly version. I use a blueprint that places instances along a spline so it has only 2 draw calls per railing. The low poly modules are about 450/715 verts each. (see image, interior railing is done the same way.) - Once you have done the initial work it is really fast to place any railing of any kind as long as you stick to the system.
                  There are examples how to do the blueprint in the "Blueprints" example project you can get for free on the market place.

                  The Ocean is made from the "Water Materials" package you can get from the marketplace. I had a few hickups to get it working and it still doesn't really work as it should. First I had to move it to zero height in the level otherwise it wouldn't work at all. Second there is only a small piece which is a bit high poly so I had to double its size and reduce its polycount and combine it into large sections through instances in a blueprint to get it working as an entire ocean. And I made a fading backplate between sky and ocean. From the distance it is ok but the example in the package is a lot better. I just couldn't bother to spend a few days to figure out how it works and to adjust it. It is a bit hacked.
                  Attached Files
                  Last edited by S-Dot; 10-11-2017, 11:41 PM. Reason: updated vert count. Editor vert count is a bit higher

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                  • #24
                    Anyone else tried lighting scenarios yet? I haven't set it up in the build yet but in the editor it only takes a few seconds to load a different lighting scenario atmosphere level. I had to build it three times and place a lit and an unlit version of some light fixtures and a few other meshes into the lighting levels. But is is a good alternative if you don't want to go fully dynamic and loose visual quality.
                    Attached Files

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                    • #25
                      Wonderfully done. It almost looked like the opening to a hollywood movie. Though without narration. I was waiting for a helicopter to buzz down and start shooting through the windows. Action hero jumps through window down cliff and into the water. "Cut!!!!"

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                      • #26
                        Originally posted by thadkinsjr View Post
                        Wonderfully done. It almost looked like the opening to a hollywood movie. Though without narration. I was waiting for a helicopter to buzz down and start shooting through the windows. Action hero jumps through window down cliff and into the water. "Cut!!!!"
                        Maybe in unreal 5?

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                        • #27
                          Was the environment the building on terrain or mesh/rock?

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                          • #28
                            Originally posted by Davidw123 View Post
                            Was the environment the building on terrain or mesh/rock?
                            Hi David, I don't understand the question. But if you want to know what is mesh and what is landscape imagine the landscape being the "soil" and the meshes being the rocks that stick out of it. (Some rocks are huge, others are very small). If you want to make seamless transitions between both soil and rocks you could use the same world tiling material on both the rock and the landscape. Or you use a material that allows you to vertex paint the (world tiling) landscape material on parts of the rocks. I hope that makes sense to you.

                            In this project I didn't use vertex painting or anything complicated. You can see seams if you look out for them. Some obvious seams or covered up with vegetation.

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