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Thread: White Apartment UE4 ArchVis

  1. #1
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    White Apartment UE4 ArchVis

    Just finished my first visualization and exported a video of it!


  2. #2
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    Looks great feingeist88! I love all the attention to detail. The only criticism I have is at the very end, the door handle is either too high, or the door is too small. Awesome job though!

  3. #3
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    Looks great! How long did it take?

  4. #4
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    Thanks! :-) It took around 3 1/2 months from start to finish, but doing mostly short animation movies in the past, I had nearly zero experience in the fields of archviz, game-engines and real-time rendering :-) The forums here and the guy from UE4arch helped a lot :-)

  5. #5
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    Awesome! Could you show off your lighting setup for this?

  6. #6
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    We really have too much white wall designs here, and you top that with also floor and ceilings in white.
    Really?
    No other creative ideas?

  7. #7
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    Thanks! :-) I used 4.11 preview with light portals in every window. A skylight with low intensity (2) and a directional light with low intensity (1). I increased the brightness a little in PostProcessVolume. After that I added spotlights on the ceilings with intensity of 60-80 to fill up rooms that are to dark :-) I tweaked the baselightmass.ini to use 512 NumHemisPhereSamples and baked on Medium Settings :-) The bake took a good night or so. After that I tweaked the PostProcess again with Vignette and a LUT :-)

  8. #8

  9. #9
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    Mythic
    Join Date
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    Quote Originally Posted by Vollgaser View Post
    We really have too much white wall designs here, and you top that with also floor and ceilings in white.
    Really?
    No other creative ideas?
    Do not critique other posts when you cannot take it yourself. It just makes you look petty.
    And to op, quite good lighting there, and everything looks realistic, unlike some plastic renders of old.

  10. #10
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    Oh, I respect critique when it's justified. Apart from that it does not take away my "right" to point others to creative ideas rather than boring copying and spending time on technical issues.

  11. #11
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    Mythic
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    Using same argument as you use, I have right to point out, that you was almost rude enough up there to deserve that post deleted.

    Making white, concrete rooms is matter of taste, it is also matter of learning proper lighting, on white surfaces any mistake with lights is obvious, on parrot surfaces on other hand you cannot make decent lighting, you just do not see it.
    Lightning in op visualization is great.

  12. #12
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    Supreb lighting. Hard to tell its not real.
    I expected challenges - but I never thought they'd be so bad, so long, and so frequent.

  13. #13
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    Quote Originally Posted by Nawrot View Post
    Do not critique other posts when you cannot take it yourself. It just makes you look petty.
    And to op, quite good lighting there, and everything looks realistic, unlike some plastic renders of old.
    With all due respect, I have to side with Nawrot here. The 'White room' render is great and realistic too. Vollgaser, I don't mean to be rude and it is not my intention to be so, but as interior architect and CGI interior visualiser for many many years now I can appreciate 'Feingeist88's work here and it would be a good idea for you to strive to reach these levels of work and ask questions to learn to improve your realism rather then give negative comments.

    Again, I am not intending to be rude or insulting. If you want I can point you in the right direction to some youtube tuts that will help you.

  14. #14
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    Quote Originally Posted by mindfane View Post
    Supreb lighting. Hard to tell its not real.
    Wow, thank you! :-)

  15. #15
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    Were you inspired by XOIO's Berlin Flat @feingeist88 ? I see you've taken some objects from their scene but the overall quality has greatly improved. Not an easy thing! Especially these very white scenes are tricky since they are so unforgiving for little mistakes. How much render time are we looking at for a production-bake?

  16. #16
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    Quote Originally Posted by Vollgaser View Post
    Oh, I respect critique when it's justified. Apart from that it does not take away my "right" to point others to creative ideas rather than boring copying and spending time on technical issues.
    Actually it really depends on the format of your words whether or not your right to point anything out is standing or taken away. People enjoy making visualizations. They are inspired by others (who themselves were probably inspired by others again...repeat repeat). Yes there are copies, yes a lot is depending on taste and preferences to style, lighting and what makes something great or just average but in the end you should never ever forget we're dealing with people sharing their work. That alone deserves some respect. If you throw that out the window you quickly descent into a forum with a very bad rep. Nobody has ever gotten the worst end of the deal by being civil. Your style is anything but. Please consider this next time you don't like someones work. After all, you can always NOT post in such a topic.

  17. #17
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    Looks great! I only have a few nit picky things to crit. The light color is on the green side, and some of the camera moves could be improved, other than that nice job!

  18. #18
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    Quote Originally Posted by Chesire View Post
    Were you inspired by XOIO's Berlin Flat @feingeist88 ? I see you've taken some objects from their scene but the overall quality has greatly improved. Not an easy thing! Especially these very white scenes are tricky since they are so unforgiving for little mistakes. How much render time are we looking at for a production-bake?
    Jap, XOIO's Berlin Flat was my main inspiration :-) I rendered the light maps on medium settings and it took a good night :-)

  19. #19
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    Nice work. I have a relative question: I can't reproduce the shadows under the chairs in Xoio Berlin Flat, even when change preview to production building light. Can you help me.

  20. #20
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    Samaritan
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    Very realistic renderings. However, Am I the only one to notice lack of contact shadows in certain places making objects look like floating? At times, even I have struggled a lot with contact shadows in my works.

    Any ideas/tricks that can help make good contact shadows?

  21. #21
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    @feingeist88 I love the lighting. I agree to @MSL that sometimes there is a lack of contact shadows, but in total it looks awesome.

    Quote Originally Posted by Chesire View Post
    Actually it really depends on the format of your words whether or not your right to point anything out is standing or taken away. People enjoy making visualizations. They are inspired by others (who themselves were probably inspired by others again...repeat repeat). Yes there are copies, yes a lot is depending on taste and preferences to style, lighting and what makes something great or just average but in the end you should never ever forget we're dealing with people sharing their work. That alone deserves some respect. If you throw that out the window you quickly descent into a forum with a very bad rep. Nobody has ever gotten the worst end of the deal by being civil. Your style is anything but. Please consider this next time you don't like someones work. After all, you can always NOT post in such a topic.
    +1

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  22. #22
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    thanks guys I agree with the contact shadows.. don't now how to improve it :/

  23. #23
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    Very nice! Just a few minor issues (I think they might have been pointed out already, but here we go).

    * The colour of the scene looks a bit "dirty" as it goes towards beige/green. I would adjust the color in the whole scene to be a bit more neutral in colour.
    * That door in the hallway (at the end) doesn't make sense. It looks very low, or the handle is very high up. Also the proportions seem off. Doors are usually not that wide.

    Except for these minor issues it looks great.
    http://www.pixelpirates.se/
    Architectural and product visualisations

  24. #24
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    Quote Originally Posted by Frepp73 View Post
    Very nice! Just a few minor issues (I think they might have been pointed out already, but here we go).

    * The colour of the scene looks a bit "dirty" as it goes towards beige/green. I would adjust the color in the whole scene to be a bit more neutral in colour.
    * That door in the hallway (at the end) doesn't make sense. It looks very low, or the handle is very high up. Also the proportions seem off. Doors are usually not that wide.

    Except for these minor issues it looks great.
    thanks yeah I agree with the green.. I did to much cc in the postprocess and the door is messed up thanks for the critique!

  25. #25
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    Quote Originally Posted by feingeist88 View Post
    thanks guys I agree with the contact shadows.. don't now how to improve it :/
    It seems to be one of the most common problems! Try higher settings on your lightmaps and Static Lighting Level=0.2 or .3.

  26. #26
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    Hi George3d,

    I'd appreciate some links, I'm trying to learn arcviz and struggling a bit. Thanks.

  27. #27
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    Infiltrator
    Join Date
    Jul 2015
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    Nice job! It looks beautiful Congrats!

  28. #28
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    Quote Originally Posted by mikesira View Post
    Nice job! It looks beautiful Congrats!
    Thank you!

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