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Guerrero House UE4 Archviz

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  • Guerrero House UE4 Archviz

    Hey everyone!
    Here is my take on the Guerrero House by Alberto Campo Baeza.
    I lit the scene with static Directional Light and a few point lights.
    Shadow artifacts are killing me...

    You can watch the walktrough video here https://www.behance.net/gallery/3059...gine-4-Archviz

    Tell me what you think about it!

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    Attached Files

  • #2
    That looks super awesome! Did you use any bounce-cards + spotlights? What are your settings? :-)

    Comment


    • #3
      Originally posted by feingeist88 View Post
      That looks super awesome! Did you use any bounce-cards + spotlights? What are your settings? :-)
      Thanks! I didn't use bounce-cards with spot lights. Whole scene is lit globaly with direct light and closed spaces like bathroom are lit with one point light placed in the middle of the room.

      Comment


      • #4
        Great mood and quality of course!
        civil engineer

        Comment


        • #5
          You did a great job texturing and modeling. I think overall the light is too intense and is burning out the images, also the bloom is contributing to this as well.

          Comment


          • #6
            Originally posted by RI3DVIZ View Post
            You did a great job texturing and modeling. I think overall the light is too intense and is burning out the images, also the bloom is contributing to this as well.
            Hey thanks for the critique. That was my biggest problem with static direct light - every change in light intesity required building lighting again and it was quite troublesome getting proper values in the middle of the work. Should have done that at the beginning with walls only.

            Comment


            • #7
              I like this a lot, great atmosphere.
              James Gallagher

              Architectural Technologist, P3Architecture Partnership

              Comment


              • #8
                stunning imagery.
                can you share your world and lightmass settings? i'd appreciate it a lot
                also, how do things look so bright if it's mostly indirect lighting?

                Comment


                • #9
                  Job well done! What was your workflow? About how long did this take you? Thanks!

                  Comment


                  • #10
                    Originally posted by cora View Post
                    stunning imagery.
                    can you share your world and lightmass settings? i'd appreciate it a lot
                    also, how do things look so bright if it's mostly indirect lighting?
                    Hey thanks a lot! For lightmass I used this parameters:
                    Static Lighting Level Scale : 0.6
                    Num Indirect Lighting Bounces : 100
                    Indirect Lighting Quality : 10
                    Indirect Lighting Smoothness : 0.85

                    For brightness you have to play with exposure settings in postprocess volume and indirect lighting intensity in your lightsource settings.

                    Comment


                    • #11
                      Have you used subsurface scattering for your marble? because it looks incredible man! I like your scene a lot!

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                      • #12
                        looks awesome!

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                        • #13
                          Originally posted by heartlessphil View Post
                          Have you used subsurface scattering for your marble? because it looks incredible man! I like your scene a lot!
                          hey thanks! It is default lit material with only diffuse and roughness map

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                          • #14
                            Well this is incredible i love it .... congrats hey how many time to build the lighting ?

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                            • #15
                              Great use of texture, lighting, perspective and design!

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