Announcement

Collapse
No announcement yet.

Luxury Apartment Project

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

    #16
    [MENTION=2525]jwatte[/MENTION] - Haha, yeah you're right. I'll need to go back and either tweak the material for it . [MENTION=3163]ZacD[/MENTION] - Thanks! Actually didn't know about it until it was pointed out to me.
    Artstation - Portfolio

    Comment


      #17
      a BIG BIG thanks for sharing optimization and tips. What was your approach for wall material?

      Comment


        #18
        Originally posted by issac dhan View Post
        a BIG BIG thanks for sharing optimization and tips. What was your approach for wall material?
        Thanks Issac. My wall material wasn't anything fancy. The normal map did most of the detail work. and I used a regular 3 constant vector node for the albedo. I generated the normal and roughness map using Substance Designer, which was just playing around with values on the noise noise maps. There's a lot of software you can use for making/converting normal maps though, so whatever works for you.
        Artstation - Portfolio

        Comment


          #19
          Originally posted by Xerafel View Post
          Thanks! It took around 10-12 days to get to that point. My friend that I work with already modeled the scene awhile ago for a commercial client project,so I just did most of the geometry cleanup and optimization. If I had to model everything myself it'd probably take around another week's worth of work I'm roughly guessing.

          Beautiful work!

          I can't help but think how can you get someone to pay for it though? 3 weeks for an apartment is going to be a tough sell unless you work for minimum wage. :/

          Comment


            #20
            Creating an interactive environment should be considered a premium service and should probably come with a higher price tag. But once studios and artists build quality realtime assets, the price will go down and the speed increase.

            Comment


              #21
              Thanks, and I get what you mean. I guess it depends on the clients and their budgets. We've shown some other internal UE4 project demos to our clients, and those took longer, like 4-5 weeks including blueprint work for menus/UI. They thought the time frame was faster than they expected, which is good, because I was also a little concerned that it might just be too long. Like ZacD mentioned, the VR and realtime that I do at my work is considered a premium service. Of course, I'd like for it to be affordable to smaller clients too though.
              Artstation - Portfolio

              Comment


                #22
                Originally posted by ZacD View Post
                Creating an interactive environment should be considered a premium service and should probably come with a higher price tag. But once studios and artists build quality realtime assets, the price will go down and the speed increase.
                True, the assets are what kills the time frame. That said many clients want custom furniture of their choosing which would have to come at a premium. From my experience apartments unless they're high end luxury units would not be a good candidate for VR, that is if you want to be paid well. It's unfortunate but I see people asking for VR in UE4 at static image prices.

                Comment


                  #23
                  Hello Xerafel
                  Hope this message finds you well.

                  I am doing some research on (how to) once I have my scene ready.
                  upload this to a server or something similar.
                  My question its how do you show your work to the client once you have the level ready?
                  so the client can walk inside the scene

                  its out there a tutorial about this? what are the key words that I should look for?

                  You seem to be the right person to ask. your work its great!
                  Thanks so much.
                  Regards

                  Comment


                    #24
                    This is something I continue to think about as well, and I think it depends. In general, it seems the common way I've seen is to upload the packaged build to a server and have the client download it. Seems to be the easiest way, but if the clients' computer is old and can't handle running it smoothly, then the overall experience is reflected poorly. For me, clients usually come into the office to check out the progress and give feedback. The end result would be something that would be implemented into a sales center type of space, where it's up and running on a machine that can run it well.

                    Otherwise, you can do a web version of it and upload it to a host and send the link over the client, or deploy it to mobile and they can download it from the app store. Of course, you'll have to tweak and optimize your scene so it runs and looks good on mobile since they have different limitations.
                    Artstation - Portfolio

                    Comment


                      #25
                      very clean lightmaps! production quality? how long it takes you to bake this whole scene?? Amazing work btw
                      Click here to buy ArchViz Essential Series #1
                      Craftmesh UE Forums page
                      Facebook

                      Comment


                        #26
                        Originally posted by Xerafel View Post
                        This is something I continue to think about as well, and I think it depends. In general, it seems the common way I've seen is to upload the packaged build to a server and have the client download it. Seems to be the easiest way, but if the clients' computer is old and can't handle running it smoothly, then the overall experience is reflected poorly. For me, clients usually come into the office to check out the progress and give feedback. The end result would be something that would be implemented into a sales center type of space, where it's up and running on a machine that can run it well.

                        Otherwise, you can do a web version of it and upload it to a host and send the link over the client, or deploy it to mobile and they can download it from the app store. Of course, you'll have to tweak and optimize your scene so it runs and looks good on mobile since they have different limitations.
                        I totally agreed.
                        I have a very powerful system including new GTX1080 but I feel it's still not enough to clients with high price tag. Also I believe web version is still under developed stage. In VIVE, project quality should be down and In Rift, controller is not officially released yet. I think it takes more time to go to the commercial market as major BUT I believe it will come soon...^^

                        Comment


                          #27
                          Amazing work! It looks really clean and crispy!

                          Comment


                            #28
                            Originally posted by CraftMesh View Post
                            very clean lightmaps! production quality? how long it takes you to bake this whole scene?? Amazing work btw
                            The scene took around 5-6 hours to build using a renderfarm of 10 computers at work. I modified the baselightmass.ini file to increase the numhemisphere value and some other stuff using Rafael's guide, so that increased the light build time dramatically.
                            Artstation - Portfolio

                            Comment


                              #29
                              Hello! i'm relatively new to Unreal and i'm gathering all the information i can!...You refer to Rafaels guide? is this an actual document that is available or are you saying under his guidance ha ha?

                              Comment


                                #30
                                It's an actual blog post on his website ue4arch.com

                                https://ue4arch.com/ue4archs-unreal-...rkflow-part-1/

                                Comment

                                Working...
                                X