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Unreal Engine exterior Night and Day Architectural Visualization

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  • replied
    THIS WAS GREAT! I think most important thing are materials, can you please post materials like glass wood floor concrete? Did you backed maps in vray-max? Is everything static or not?

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  • replied
    Ragu amazing stuff and thanks for all the tips! I have a question whats the configuration of the laptop or pc you are using and are you using tessellation for anything here inside the interior.
    Last edited by spacehawk; 01-29-2016, 07:26 AM.

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  • replied
    Awesome level of detail,very nice Raghu !
    I'd like to know more about your glass reflection too, if you could share your material setup it would be great ... I've tried glossy material, add some "Metalness", high specular, even fake reflection with scene capture
    but i can't achieve a descent glass material for my windows

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  • replied
    can i ask about reflection on glass at night(first pic) is this from reflection sphere or a texture ? it looks to detailed to be ref sphere

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  • replied
    Agree, it looks pretty good to me.

    I suggest you to change some of the settings on the wall material because it looks a bit strange and grainy.

    Also, add a support at the end of the table, it doesn't look too realistic if its that long

    Overall very nice job, I'm curious to see the lighting setup

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  • replied
    I don't think you failed. My take on it is if it's close to photoreal then really make it photoreal, otherwise lean hard towards artistic so it looks intentional.

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  • replied
    [QUOTE=RI3DVIZ;375128]
    Originally posted by Raghu View Post
    I tried to reduce the saturation so as to avoid the cartoony look. Will be trying new foliage soon.

    I like that better! There is a chart for the color of real world lights in RGB numbers, I think adjusting your lighting color will help too. Just Google color of real world lights in RGB to get the chart.
    Generally I use temperature for light color, as it is more accurate and resembles the real world values. This project was a noob attempt to create something artistic but I think I failed miserably.

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  • replied
    [QUOTE=Raghu;367679]I tried to reduce the saturation so as to avoid the cartoony look. Will be trying new foliage soon.

    I like that better! There is a chart for the color of real world lights in RGB numbers, I think adjusting your lighting color will help too. Just Google color of real world lights in RGB to get the chart.

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  • replied
    牛逼~ 不能少于十个字

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  • replied
    Originally posted by sterne View Post
    congrats raghu the scene looks really good and i'm really digging the lighting of the night shots and the interiors... about the last ones...do you mind sharing your workflow on how you achieved this good lighting in such a small time ( 1 hr and 38 mins is impressive for production quality!) thanks in advance
    In this scene I have tested my new lighting setup, I am still developing it and will create a full flash video tutorial soon. Mean while I am using only a skylight with HDRI and directional light to lit the scene, as of the time I suggest please don't blindly follow koola's settings directly..they tend to increase render time many folds without any visual quality increase after a certain threshold. On thing is sure that to get quality and speed ratio properly we still need to alter the Baselightmass.ini.


    Attached Files

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  • replied
    congrats raghu the scene looks really good and i'm really digging the lighting of the night shots and the interiors... about the last ones...do you mind sharing your workflow on how you achieved this good lighting in such a small time ( 1 hr and 38 mins is impressive for production quality!) thanks in advance

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  • replied
    Originally posted by heartlessphil View Post
    Raghu, add a very very subtle normal map (like wavy) to your glass normal and your reflections will look more real. No glass is 100% flat in the real world... and it will give the impression of movement. I'm pretty sure that's what Rabellogp did in his scene cause you kinda see a little distortion in the windows :-P
    This is a great tip, thanks!

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  • replied
    Looks very very good but I don't like the background backplate, it's distracting a bit (and blurry/low res). But I know it's a pain to have nice background.

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  • replied
    SOme Interior Render

    These are some quick renders to illustrate the interior. It's kinda empty so didn't spend too much time improving the lightmass. Render time 1 hour 38 mins.










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  • replied
    Originally posted by zerocdv View Post
    How did you set up your HDRI?

    I'm trying to set up one as a skylight, the lighting is ok , I know about the resloution limitation, but how did you use it about a hires backplate?

    Thanks
    To get the backplate look sharp use - "NoMipmaps" in Mip Gen Settings of HRDI texture.




    Attached is the SkyHDRi material.
    Attached Files

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