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Thread: Koola's stuff

  1. #81
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    Congrats on the grant Koola! Well deserved!

  2. #82
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    that snowy scene video..i had to watch it like 10 times in a row...

    hats off to you sir and epic guys
    Last edited by evolution_nut; 03-20-2015 at 10:56 AM.

  3. #83
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    Koola good work! Grats on the dev grant. You should use it to produce tutorials!!!! hehe

  4. #84
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    yeah u shud make tutorials bro! ur really awesome !!!!!!!!!!! btw congrats!!!!!!!!!!

  5. #85
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    Congratulations!
    I'm for the tutorials too! All the best!

    _________________
    markokacanski.com

  6. #86

  7. #87
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    Samaritan
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    Thank you all and thank you Epic !
    _________________________________________________________________________________________________________
    WIP : ArchViz / Lighting : https://forums.unrealengine.com/show...chViz-Lighting
    WIP : Koola's stuff : https://forums.unrealengine.com/show...-Koola-s-stuff
    Youtube : https://www.youtube.com/user/koooolalala/videos
    Flickr : https://www.flickr.com/photos/99646627@N03
    HK Devblog : http://hk-devblog.com/

  8. #88
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    Quote Originally Posted by koola View Post
    Thank you all and thank you Epic !
    Epic is the team behind the tool, but you're one hell of an epic user!

    So happy that your talent can be expressed finally without any restrictions! We can't wait :P

  9. #89
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    Quote Originally Posted by koola View Post
    Thank you all and thank you Epic !
    MERCI à toi Koola

  10. #90
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    Must ask, what are the most important settings to work white in each category

    Post Process
    Directional Light
    Lightmass
    Skylight

    I have been looking at epics outdoor examples, copy them and tweaking them, made my own settings. But i always get blurry results. Yours looks crisp and sharp and more natural.
    Any advice on what i should look at, do you use some kind of post processing shader?

  11. #91
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    Hi Koola,

    Would you like to come and talk about your technique on 'All Things 3D' either on our weekly show "3D in Review" or an interview? Interviews are 20 - 30 minutes via GHOA, time and date is flexible. "3D in Review" would be for next Friday (3/27/2015) at 10:00 a.m. PST. http://allthings3d.net

    The other request is that I am working on a project that allows the OccipitalStructure Sensor to attache to a VR headset that uses the iPhone 6 or 6+. I have not seen anymore than the images, but I am assuming these can use these in a VR type environment. I am wondering if you are interested in joining us in allowing us to use your environment as a demo environment, and would you be will to help recreate a the Chauvet Cave if I provide you with the mesh and textures?

    I can be reached at mebalzer@allthings3d.net

    Thanks for you time and look forward to talking to you more.

    Mike

  12. #92
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    Inspiring work.

  13. #93
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    Amazing work. Both awe inspiring and frustrating for someone who is also working on snow landscapes!

    How did you get the snow to look like that on the speedtrees bark and fronds? I'm also really curious about your snow landscape material!

  14. #94
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    Samaritan
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    Hi !

    I just start to test substance designer and it's really cool.
    Here's my first result. I use 3 materials (and a dirt mask) blended in a vertex paint shader (one material for all the scene ... execpt the decals for the graffitis).

    UE4 Substance designer / vertex paint test by kooooola, on Flickr
    _________________________________________________________________________________________________________
    WIP : ArchViz / Lighting : https://forums.unrealengine.com/show...chViz-Lighting
    WIP : Koola's stuff : https://forums.unrealengine.com/show...-Koola-s-stuff
    Youtube : https://www.youtube.com/user/koooolalala/videos
    Flickr : https://www.flickr.com/photos/99646627@N03
    HK Devblog : http://hk-devblog.com/

  15. #95
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    why do ye tempt us with such gfx?
    are you doing a tuts/marketplace/research or what so i can stop avoiding this thread already!


    j/k

  16. #96
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    Oh man, not again.. Not this torture again! hahhaha

    That's great, koola. You are the master of UE4 graphics for sure!

    I can't wait to see what you are going to do with VXGI in your hands. Hope you take a look at that tech and present us with those awesome pieces of art!

  17. #97
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    ...

    Damnit, koola.

  18. #98
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    Could you at least share your config folder so we see how you are lighting this? Yeesh that's pretty.

    J^2

  19. #99
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    Impressive materials Koola! Inspiring as usual...

  20. #100
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    Great work Koola! Getting similar results now, took a few days but using the DFAO and LPV + DPGI I got there. Performance I see are similar to what you are seeing unfortunately which makes the full outdoor stuff very hard for use in a game - Ill keep tweaking anyway, you are a great inspiration thank you!

  21. #101
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    Quote Originally Posted by Zeroy View Post
    Great work Koola! Getting similar results now, took a few days but using the DFAO and LPV + DPGI I got there. Performance I see are similar to what you are seeing unfortunately which makes the full outdoor stuff very hard for use in a game - Ill keep tweaking anyway, you are a great inspiration thank you!
    Can anyone make a tutorial please ? Would be awesome !!!!

  22. #102
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    It's really amazing. Keep it up!

  23. #103
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    Quote Originally Posted by vinz243 View Post
    Can anyone make a tutorial please ? Would be awesome !!!!
    I think its not that hard as koola said. I don't see any kind of rocket science here. He's doing very awesome composition and lighting. That is the secret about this magical things. He told us some really cool technique about lighting now all you need to learn is composition and lighting with PBR shading. When you get the basic idea of how this lighting and composition thing works, you'll start understanding how is he doing all these crazy stuff. If you see closely he's using same stuff like everyone else. He knows the "Artistic" way to create awesomeness.
    by the way. I really loved your last one!
    ------------EDIT--------------------------
    just in case if anyone interests.
    Last edited by Gandosh; 04-12-2015 at 01:00 PM.

  24. #104
    0
    Quote Originally Posted by Gandosh View Post
    I think its not that hard as koola said. I don't see any kind of rocket science here. He's doing very awesome composition and lighting. That is the secret about this magical things. He told us some really cool technique about lighting now all you need to learn is composition and lighting with PBR shading. When you get the basic idea of how this lighting and composition thing works, you'll start understanding how is he doing all these crazy stuff. If you see closely he's using same stuff like everyone else. He knows the "Artistic" way to create awesomeness.
    by the way. I really loved your last one!
    ------------EDIT--------------------------
    just in case if anyone interests.
    Hahaha...Thank you so much! I have been trying to say that as well xD And nice vid, thanks for sharing

    Cheers!
    Check out UNREAL 4 Lighting Academy
    https://forums.unrealengine.com/show...ng-like-that-)

  25. #105
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    Oh....and I forgot something^^ I really dont have to say how ******* amazing this looks since I already appreciated your stuff from the first time BUT....I actually have some small feedback/critisism for you.

    While I love the distribution of the vertex paint (besides the first window on the right, inside the framing) I dislike the blending effect of the vertex paint a lot^^ Its like....you look at it and say wow...thats ******* amazing! Then you look again and youre like what? That doesnt make sense I see how you made the corners where the walls hit the ground a little bit chamfered (I guess^^) so you get a slight spec on it instead of the cut you would normally get. You also modeled stuff a bit uneven with amazing attention to detail so it looks natural. But then...I get confused of the materials in the vertex paint. I dont know if the plaster is below the tiles, or if it is above them. I think it should be below them...which is kinda of what feels right for this scene. But then again, the tiles dont fit with that, since the mask you used is not the one from the tiles, but instead some noise mask I guess. So this works against the tiles and makes it look like the plaster was above it which then fights against the suggestion of the scene: its below it (and it also feels more logical to have tiles ontop of plaster^^) So yeah...I know this might sound a bit ...nitpicky I guess^^....but I think considering this will improve the scene quite a bit

    So yeah...still insanely awesome work as always!

    Cheers
    Check out UNREAL 4 Lighting Academy
    https://forums.unrealengine.com/show...ng-like-that-)

  26. #106
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    I'd love to crack open your materials. Any chance there is somewhere I can download any of your trees?

  27. #107
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    Koola Lord of aesthetics.

  28. #108
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    I'd love to see full scale resolution screenshots. Not to discredit any of this fine work, sir. But lots of things look good when you scale the image down. I just want to see it in raw form.

  29. #109
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    Hello everyone, my name is Diego Ruiz Diaz, I'm a 3d artist and I have many years working in this area, recently with much effort I made a small company with some friends and we met a person who wanted to take advantage of what we did, since he had no any knowledge in the 3D area and he wanted to sell our services on behalf of himself and his company, Fortunately we realized on time and cut all contact.

    The seriousness of this matter is that this person two months later uploaded a demo reel with material not only from great artists but also from great human beings as Koola and EU4 Arch community.

    https://www.youtube.com/watch?v=RRUyRCmtFWw

    We deeply regret this matter, as it affects us all as artists, as Colombians and Latin Americans; It is inconceivable that today things like this are still happening. We've had to work hard for many years to tolerate this type of fraudulent activities that generates distrust in this media, specially one like ours wich customers are still beggining to know.

    Once again we regret this kind of behaviour, but we feel compeled to denounce what for many of us it's completly unnaceptable.
    Last edited by DiegomRuizDiaz; 06-08-2015 at 12:50 PM.

  30. #110
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    Samaritan
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    Hey everyone !

    Here's a new scene inspired by the Educational Centre in El Chaparral (Alejandro Muñoz Miranda).
    The fun part is that the doors and walls have no diffuse map, just a white value, all the colors come from the lighting.

    https://youtu.be/yZ5iCwsIY78

    UE4 - Colors by koola koola, sur Flickr
    _________________________________________________________________________________________________________
    WIP : ArchViz / Lighting : https://forums.unrealengine.com/show...chViz-Lighting
    WIP : Koola's stuff : https://forums.unrealengine.com/show...-Koola-s-stuff
    Youtube : https://www.youtube.com/user/koooolalala/videos
    Flickr : https://www.flickr.com/photos/99646627@N03
    HK Devblog : http://hk-devblog.com/

  31. #111
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    Luminary

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    Quote Originally Posted by koola View Post
    Hey everyone !

    Here's a new scene inspired by the Educational Centre in El Chaparral (Alejandro Muñoz Miranda).
    The fun part is that the doors and walls have no diffuse map, just a white value, all the colors come from the lighting.

    https://youtu.be/yZ5iCwsIY78

    UE4 - Colors by koola koola, sur Flickr
    As always - top notch!

  32. #112
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    Koola, you're are a big inspiration for me, working in UE4. Thanks for sharing!

  33. #113
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    Samaritan
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    Thx

    Just for fun : same scene, different lighting ... much less colorful

    UE4 - 'no'Colors by koola koola, sur Flickr
    _________________________________________________________________________________________________________
    WIP : ArchViz / Lighting : https://forums.unrealengine.com/show...chViz-Lighting
    WIP : Koola's stuff : https://forums.unrealengine.com/show...-Koola-s-stuff
    Youtube : https://www.youtube.com/user/koooolalala/videos
    Flickr : https://www.flickr.com/photos/99646627@N03
    HK Devblog : http://hk-devblog.com/

  34. #114
    0
    Man that is fantastic..
    Do you first setup the lighting and then do the materials or the other way around? What is your pipeline? Because I always fall into doubt of is my lighting wrong or material/texture brightness.

    *Demands the latest BaseLightmass.ini settings*

  35. #115
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    Do you first setup the lighting and then do the materials or the other way around? What is your pipeline?

    The first thing I do is to disable the auto exposure (in the postprocess volume I set min and max brightness to 1 and the bias to 0).
    Then I apply some very simples material (with just a color and roughness value) that roughly corespond to what I wanna do, and then I do the lighting.
    But It's just a base, after that I do a lot of tweaks/tests with the materials and lighting.


    And a little something I'm working on : try to have a good lighting quality in exterior and interior at the same time (and without direct lights).

    _________________________________________________________________________________________________________
    WIP : ArchViz / Lighting : https://forums.unrealengine.com/show...chViz-Lighting
    WIP : Koola's stuff : https://forums.unrealengine.com/show...-Koola-s-stuff
    Youtube : https://www.youtube.com/user/koooolalala/videos
    Flickr : https://www.flickr.com/photos/99646627@N03
    HK Devblog : http://hk-devblog.com/

  36. #116
    0
    Hey that's cool looking.
    Are you turning up the global illumination percentage using box triggers?

  37. #117
    0
    Awesome as always Koola! Keep up the great work!

  38. #118
    0
    Quote Originally Posted by koola View Post
    And a little something I'm working on : try to have a good lighting quality in exterior and interior at the same time (and without direct lights).
    That absolutely photographic indirect lighting quality so makes me want to ditch realtime GI and go back to static lighting... Epic needs to do more than give you a grant: they need to put you on staff to make these results the standard out of the box for us mere mortals

    Looking forward to all you do!

  39. #119
    0
    Quote Originally Posted by koola View Post
    Do you first setup the lighting and then do the materials or the other way around? What is your pipeline?

    The first thing I do is to disable the auto exposure (in the postprocess volume I set min and max brightness to 1 and the bias to 0).
    Then I apply some very simples material (with just a color and roughness value) that roughly corespond to what I wanna do, and then I do the lighting.
    But It's just a base, after that I do a lot of tweaks/tests with the materials and lighting.


    And a little something I'm working on : try to have a good lighting quality in exterior and interior at the same time (and without direct lights).

    Soooo...just out of curiosity...how did you achieve that gif without dynamic exposure?^^ The indoor room looks almost black when you see it from the outside, so to make it look bright when you are in it you have to adjust the exposure. At least thats my experience^^

    But anyways... great as always man!
    Check out UNREAL 4 Lighting Academy
    https://forums.unrealengine.com/show...ng-like-that-)

  40. #120
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    Samaritan
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    Hum yeah, for an interior/exterior scene you need dynamic exposure^^ (I used 2 postprocess volume with different exposure bias for the gif, but it looks bad. With some tweak to the dynamic exposure, I have a smoother transition between interior and exterior).
    _________________________________________________________________________________________________________
    WIP : ArchViz / Lighting : https://forums.unrealengine.com/show...chViz-Lighting
    WIP : Koola's stuff : https://forums.unrealengine.com/show...-Koola-s-stuff
    Youtube : https://www.youtube.com/user/koooolalala/videos
    Flickr : https://www.flickr.com/photos/99646627@N03
    HK Devblog : http://hk-devblog.com/

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