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Unreal Engine exterior Night and Day Architectural Visualization

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  • Unreal Engine exterior Night and Day Architectural Visualization

    Hi friends, continuing experiments in Unreal Engine with more exterior and interior environment together. This time I tried to recreate this beautiful house exterior from project named
    Wein House – http://www.archdaily.com/639084/wein...da-arquitectos. Still struggling with foliage to look realistic(Kite demo assets are so tempting).
    In future will be incorporating some new trees and grass with my own materials for realistic looking foliage.


    I am absolutely loving using Unreal Engine as my new Arch-Viz main tool. 3ds Max/Blender with Vray seems like a turtle when comparing to sheer features and speed of Unreal Engine, for instance exterior light built only took 10:02 minutes with 9 minutes for all night renders. When I compare it to my Vray render (Single 2K Image, Yes I did recreated this in Vray and 3ds Max also) which took whooping 7 hours, 10 minute seems like a breeze.


    Let me know what you all think of adopting Unreal Engine for full-time Arch-Viz creation tool?

    Hoping for better results soon.


    @rabellogp - Thanks for the awesome trick to create realistic reflection on glass. Reply #40 in this thread - https://forums.unrealengine.com/showthread.php?74605-External-Archviz-Landscape-and-foliage-studies&highlight=rabellogp

    P.S – One thing I want desperately is Epic to remove 512×512 restriction on HDRI in game.(I heard there are some methods to get past it, but I am yet to wrap my head around it.)


    Coming soon – Cinematic/Interactive Video with Interior shots.

    I already had rendered the frames for this scene before posting so, the video is without any major changes. Will be redoing scene for exterior foliage very soon.


























    Last edited by Raghu; 08-31-2015, 08:48 AM. Reason: Night Shots Color Corrected.
    Raghu
    http://rag3dviz.com
    HDRI Lighting Tutorial
    Basic UVW Workflow Tutorial

  • #2
    Nice images. I'm starting a similar house project soon and since vegetation is tough to make, i'll start with an overcast stormy winter atmosphere.
    1 little complaint is the dirt/leaks are a bit strong imo. But I like the scene. Unreal is definitely more fun to use than vray heh!!!

    Do you use a LUT? It could help a bit here to make the vegetation blend better with the rest of the scene. Maybe it's colors are a tad too saturated! Because your vegetation seems of very good quality, is it speedtree or vray-type assets that you converted for unreal?

    I am also wanting to convert from vray/corona to unreal...full time if possible. Whenever I go back to vray I get bored quick. I love the speed, the interactivity and the direct feedback of working real-time. + it allows me to do videos (something $$$$$ with vray), playable apps, vr apps eventually. Lots of possibilities. Hopefully clients are going to embrace the possibilities too!!! sometimes I miss the perfect G.I and reflections/refractions of offline renderer tho. hehe!
    Last edited by heartlessphil; 08-28-2015, 09:56 AM.

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    • #3
      You're on the right path very nice work.

      My 2 cents. Everything is too cartoony especially the night shots, the saturation level in particular. I think if you refine your saturation and textures originally then use the post processing volume to good effect you can improve the over all realism.

      Comment


      • #4
        Also--there's some areas where grass shouldn't be able to grow, like under the deck and by trees/rocks, etc.
        Lighting looks very good

        Comment


        • #5
          Lighting looks really good! Couple small things that stood out to me: the grime on the concrete feels a bit too much, I think taking it down by 2/3rds would help. Also, on the ramp I noticed the grime is rotated slightly when it should still be streaking straight down.

          I definitely dig the overall look and feel of the images taken as a whole.
          Trevor Lee
          State Machine Studio
          @StateMachines

          Comment


          • #6
            Beautiful. As a layperson I love UE4 ArchiViz... We're talking all the glossy renderings we see in the brochures and videos but realtime, interactive etc.

            As for the foliage, I would say, yes, do try the Kite demo assets and check out Koola's foliage, I have no idea how he makes it look so good but it shows it's possible!

            Comment


            • #7
              Отличная работа, иди продавать на торговую площадь!

              Comment


              • #8
                Originally posted by heartlessphil View Post
                Nice images. I'm starting a similar house project soon and since vegetation is tough to make, i'll start with an overcast stormy winter atmosphere.
                1 little complaint is the dirt/leaks are a bit strong imo. But I like the scene. Unreal is definitely more fun to use than vray heh!!!

                Do you use a LUT? It could help a bit here to make the vegetation blend better with the rest of the scene. Maybe it's colors are a tad too saturated! Because your vegetation seems of very good quality, is it speedtree or vray-type assets that you converted for unreal?

                I am also wanting to convert from vray/corona to unreal...full time if possible. Whenever I go back to vray I get bored quick. I love the speed, the interactivity and the direct feedback of working real-time. + it allows me to do videos (something $$$$$ with vray), playable apps, vr apps eventually. Lots of possibilities. Hopefully clients are going to embrace the possibilities too!!! sometimes I miss the perfect G.I and reflections/refractions of offline renderer tho. hehe!
                Thanks. In this particular scene I didn't use any LUT..but generally I use LUTs. Will correct dirt/leaks soon, Now I think they are bit too large and strong. I too miss the ease of GI and Reflection/Refraction...we all do.

                I tried to use one or two Speedtree trees with other assets from kite demo. Kite demo tree material is really hard to control with such high reflection and specular values...will try to make my own foliage assets with better and simple material for full control.

                I am trying hard to get the level where I don't miss 3ds max/blender and Vray that much..wishing for the best...what Unreal Engine is doing in progress wise seems super promising for the time to come. There is so much to learn and adapt.
                Last edited by Raghu; 08-29-2015, 11:14 AM.
                Raghu
                http://rag3dviz.com
                HDRI Lighting Tutorial
                Basic UVW Workflow Tutorial

                Comment


                • #9
                  Originally posted by RI3DVIZ View Post
                  You're on the right path very nice work.

                  My 2 cents. Everything is too cartoony especially the night shots, the saturation level in particular. I think if you refine your saturation and textures originally then use the post processing volume to good effect you can improve the over all realism.
                  Will definitely try to improve the images in PS with better saturation control. Thanks
                  Raghu
                  http://rag3dviz.com
                  HDRI Lighting Tutorial
                  Basic UVW Workflow Tutorial

                  Comment


                  • #10
                    Originally posted by darthviper107 View Post
                    Also--there's some areas where grass shouldn't be able to grow, like under the deck and by trees/rocks, etc.
                    Lighting looks very good
                    Thanks for pointing that......these little things make a huge difference. Will also try to improve the ground texture as it now seems low detail. Now a days I am learning so many different things and software that some time I totally overlook the end result or just simply avoid the details so not to loose my mind. Substance Design seems a very good choice here but the learning curve is bit intense I think after Using Unreal for five months, I am still a complete noob.
                    Last edited by Raghu; 08-29-2015, 11:16 AM.
                    Raghu
                    http://rag3dviz.com
                    HDRI Lighting Tutorial
                    Basic UVW Workflow Tutorial

                    Comment


                    • #11
                      Originally posted by Hyperloop View Post
                      Lighting looks really good! Couple small things that stood out to me: the grime on the concrete feels a bit too much, I think taking it down by 2/3rds would help. Also, on the ramp I noticed the grime is rotated slightly when it should still be streaking straight down.

                      I definitely dig the overall look and feel of the images taken as a whole.
                      Thanks for pointing out such intricate details and mistakes...I will try to change the grime soon with some high res texture and will make it small to look realistic.
                      Raghu
                      http://rag3dviz.com
                      HDRI Lighting Tutorial
                      Basic UVW Workflow Tutorial

                      Comment


                      • #12
                        Originally posted by ильнур View Post
                        Отличная работа, иди продавать на торговую площадь!
                        Tried google translator which came out with - "Great job , go sell at the market square !". Thanks for the kind words..but this scene require tons of improvement before it can become viable for me to ask money.
                        Last edited by Raghu; 08-29-2015, 11:15 AM.
                        Raghu
                        http://rag3dviz.com
                        HDRI Lighting Tutorial
                        Basic UVW Workflow Tutorial

                        Comment


                        • #13
                          Could you make a demo of this, so we could actually walk around and view this really good scene.

                          Comment


                          • #14
                            Basic Color Correction

                            I tried to reduce the saturation so as to avoid the cartoony look. Will be trying new foliage soon.

                            Raghu
                            http://rag3dviz.com
                            HDRI Lighting Tutorial
                            Basic UVW Workflow Tutorial

                            Comment


                            • #15
                              You can try a LUT, to kind of give a uniform look to your scene! But I like your new screen! Now if you tone down the leakings, you have a great scene man! good job!

                              You did the leaks with vertex painting?

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