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    #46
    Since I've never found a decent Royal Palm asset for real-time stuff, I decided to build one by myself from scratch... I'm using SpeedTree, and this is the first decent result I got:


    http://i.imgur.com/hr0rGjy.jpg

    There is still some work to do. I want to add more bark variations, improve the leaflets visuals and adjust the LODs. Maybe some scale adjustments too, those palms are huge in real life but it's looking a little bit off to me.
    Attached Files
    Guilherme Rabello Co-founder, Sureale
    Artstation | Behance | Youtube | Instagram

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      #47
      Originally posted by rabellogp View Post
      Since I've never found a decent Royal Palm asset for real-time stuff, I decided to build one by myself from scratch... I'm using SpeedTree, and this is the first decent result I got:

      [IMAGE]

      There is still some work to do. I want to add more bark variations, improve the leaflets visuals and adjust the LODs. Maybe some scale adjustments too, those palms are huge in real life but it's looking a little bit off to me.
      Nice try...
      I don't know why you are not satisfied with the palms you used in your previous images...!!?
      About the scale; in my country dates palms are everywhere; top height (leaves) may reach (15 meters); leaves diameter (5~8 meters). I suggest 12m height with 5m leaves Dia would be fair...
      Best wishes
      Forgive me; for poor English language

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        #48
        Originally posted by cadviz View Post
        Nice try...
        I don't know why you are not satisfied with the palms you used in your previous images...!!?
        About the scale; in my country dates palms are everywhere; top height (leaves) may reach (15 meters); leaves diameter (5~8 meters). I suggest 12m height with 5m leaves Dia would be fair...
        Best wishes
        Thanks, man..
        The palms from previous images are pretty, but too artificial for the level of photorealism I'm trying to achieve... I could tell they are not real at first glance. I've actually taken them from the Racing Game content, so I wasn't expecting photorealism anyway, they were just placeholders until I find something better

        I think those first palms were Date Palms indeed, but the ones I've made are Royal Palms, they don't get so huge like the first ones in real life. They look fine by themselves, but when I put them near those wood seats they just look off I think...

        One reference:
        Attached Files
        Guilherme Rabello Co-founder, Sureale
        Artstation | Behance | Youtube | Instagram

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          #49
          Looks fantastic! We you doing any Photoshop edit on pictures or are they strait from UE?

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            #50
            Originally posted by irex View Post
            Looks fantastic! We you doing any Photoshop edit on pictures or are they strait from UE?
            No photoshop editions. It's strait from UE with the High Resolution Tool.
            Guilherme Rabello Co-founder, Sureale
            Artstation | Behance | Youtube | Instagram

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              #51
              Ok. I think I've achieved something good enough for my taste


              http://i.imgur.com/D97V5Go.jpg


              One of the variations, highest LOD, inside Speedtree:
              Attached Files
              Last edited by rabellogp; 08-11-2015, 01:21 PM.
              Guilherme Rabello Co-founder, Sureale
              Artstation | Behance | Youtube | Instagram

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                #52
                Your palms are fantastic. Put that on marketplace :-)

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                  #53
                  Hey man! Great work.

                  I got a question for you with regards to the villa itself. Did you import the building as a single mesh? Have grouped similar stuff together (i.e. walls as one object, all windows as one object etc)? Or is everything broken down to small pieces?
                  Hamad Al-Hasan
                  Gameplay Programmer / Technical Artist
                  Portfolio: www.alhasanstudio.com

                  Comment


                    #54
                    Originally posted by heartlessphil View Post
                    Your palms are fantastic. Put that on marketplace :-)
                    Thanks, man! I'll do it! =)

                    Originally posted by seenooh View Post
                    Hey man! Great work.

                    I got a question for you with regards to the villa itself. Did you import the building as a single mesh? Have grouped similar stuff together (i.e. walls as one object, all windows as one object etc)? Or is everything broken down to small pieces?
                    It's all broken to pieces. Something like one or two walls per mesh. And this is only because of lightmap limitations, otherwise I'd definitely import all the walls as a single mesh with multiple materials if needed.
                    Guilherme Rabello Co-founder, Sureale
                    Artstation | Behance | Youtube | Instagram

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                      #55
                      Looks amazing!
                      How did you manage to get such clean and accurate reflections on windows?

                      Comment


                        #56
                        Originally posted by 3DForgeTeam View Post
                        Looks amazing!
                        How did you manage to get such clean and accurate reflections on windows?
                        Thanks!

                        I've used a Scene Capture Cube. I've showed how to use it: https://forums.unrealengine.com/show...=1#post_341330
                        Guilherme Rabello Co-founder, Sureale
                        Artstation | Behance | Youtube | Instagram

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                          #57
                          Originally posted by rabellogp View Post
                          Thanks, man! I'll do it! =)



                          It's all broken to pieces. Something like one or two walls per mesh. And this is only because of lightmap limitations, otherwise I'd definitely import all the walls as a single mesh with multiple materials if needed.
                          What limitations? Max resolution or some other quirk?
                          George Rolfe.
                          Technical Coordinator at Orbit Solutions Pty Ltd.

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                            #58
                            Originally posted by duke22 View Post
                            What limitations? Max resolution or some other quirk?
                            It's because a single lightmap for a whole building would not give accurate shadow results. You can't really have a lightmap of higher resolution than 2048 (performance-wise) and it's way to small to contain all the faces of a whole building. Best way is to separate meshes and assign a UV map to each part. It's an unreal limitation.

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                              #59
                              But you can group them in unreal after that, with ctrl+g. Just don't merge all the meshes together!

                              Comment


                                #60
                                Originally posted by duke22 View Post
                                What limitations? Max resolution or some other quirk?
                                Heartlessphil is right. 2048 is pretty much your practical lightmap resolution limit. Personally I like to keep everything under 1024 as 2048 will increase my lighting build time substantially... So you can keep increasing the lightmap resolution of a mesh until you get the quality you want. But once you reach 1024 or 2048, you'll need to start reducing the surface area size to keep increasing the lightmap pixel density. And the only way to reduce the surface area size of a mesh while keeping its size is to break it into peaces with their own lighmaps.
                                Guilherme Rabello Co-founder, Sureale
                                Artstation | Behance | Youtube | Instagram

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