Announcement

Collapse
No announcement yet.

My second project in UE4

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • replied
    I think the bake time is around 3 or 4 hours, I ran it over night so I'm not positive but my tests were taking a couple of hours. The static lighting is set to .65, 20 bounces, indirect quality 10, smooth 1 and lighting quality medium. These were setiings based upon tests I saw in the make lightmass epic thread.

    I'll bump up the floor and run another one tonight. One question on Lightmap settings can you use any multiple of 64 or do I need to double the 1024 to 2048?

    I'll be super happy when Lightmaps go away and there's a better solution.

    Thanks!

    Leave a comment:


  • replied
    nice work RI3DVIZ!
    wonder how long is your baking time? in production mode?
    I think your floor is too big for 1024. what's your static lighting level scale setting?

    Leave a comment:


  • replied
    Originally posted by RI3DVIZ View Post
    and the lightmap is at 1024.
    If the architecture is all 1024, maybe the furniture models are less? I don't know if you made them yourself or got them from turbosquid or something, but a lot of times they come default set to 64. Just a thought, but like I said earlier the engine can be a little strange at times

    Leave a comment:


  • replied
    Originally posted by CBR0M3 View Post
    This looks fantastic, nice soft shadows and light everywhere. Did you mess with the baselightmass.ini file at all? One small critique would be that some of the sofas look to be floating just a bit, seen at 0:26 in the video especially, on the far chair. This might just be UE's rendering system or the models, and its really not that noticeable. Otherwise the whole thing looks perfectly real
    Thanks guys!

    Yes, I am not getting good contact shadows on the floor for some reason and the lightmap is at 1024. I used the baselightmass.ini settings that were posted in the make lightmass understandable and epic thread. I'm not sure how much it helped? The lighting is an HDRI and a sun along with the table lamps and the one IES down light on the painting.

    Leave a comment:


  • replied
    This looks fantastic, nice soft shadows and light everywhere. Did you mess with the baselightmass.ini file at all? One small critique would be that some of the sofas look to be floating just a bit, seen at 0:26 in the video especially, on the far chair. This might just be UE's rendering system or the models, and its really not that noticeable. Otherwise the whole thing looks perfectly real

    Leave a comment:


  • replied
    keep up the motivation .....you are nearly there.

    Leave a comment:


  • replied
    Originally posted by heartlessphil View Post
    432 park avenue? :-P looks good!
    Yep, that was the inspiration! Thanks for posting that thread about the project.

    Leave a comment:


  • replied
    432 park avenue? :-P looks good!

    Leave a comment:


  • replied
    Thanks SaviorNT.

    I had reveals in the marble walls but the render engine/animation couldn't handle them and they flickered from aliasing I guess, kind of a bummer. I'll have to try it next time with a normal map instead - I had actually built the reveals into the wall models.

    One question I have for the community is my projects seem to be a bit soft focused, is there a setting to get a more crisp look?

    Leave a comment:


  • replied
    That is very nice! Good use of shadows. I like the use of graphite / marble instead of wood (table) and drywall (the wall). Gives the sharp edges a more natural, and new.. look rather than being out of place.
    Last edited by SaviorNT; 12-07-2015, 07:34 PM.

    Leave a comment:


  • started a topic My second project in UE4

    My second project in UE4

    Thanks to the community for sharing settings, techniques etc. I have improved. Still some way to go to get where I'd like to be but I'm getting there, so thanks. This interior was inspired by the project heartlessphil posted done by Dbox 432 Park.

    Watch in HD:

    Last edited by RI3DVIZ; 12-07-2015, 04:02 PM.
Working...
X