Here I’ve made a second demo for UE4 arch-viz. It took 3 weeks to make it.
(btw, the first demo is here)
I’ve made some the models myself, and some - I did buy from collections, but they also have to be remade for UE4 compatibility.
I did all the textures myself.
The room is hard for GI, and even with extreme settings of Lightmass I had very bad spots & splotches.
Even now I still have a couple of artifacts here and there, but I’m working on it and will try to fix them in the next updates.
Some features of the second demo:
More than 1,300,000 tris in this small room!
No LOD objects
370 objects total, all unwrapped carefully by hand
All texture maps are from 1024 to 4096 size
Interactive object material change possible
Please stay in touch for the updates - I would be enhancing and improving this scene even more.
The second demo can be downloaded from my website: http:///
when it comes to rendering a video in unreal engine it really doesn’t mater of how low fps was while rendering the video, as its always rendered in matinee and with image sequence so its coo to be hevevy on that regards but some of the client demands for your project to be able to run on all sort of of pcs there it should be optimized to run on low end pcs.
When you say carefully unwrapped, how detailed do you get (snapping to grid, spacing a certain amount, etc.)? Curious how detailed one needs to get for channel 2. I’m fairly new to the game, but have had success with simply using flatten mapping, granted most of my geometry is fairly straightforward. How was your time spit up in the three weeks?
Also, curious how elaborate your materials are inside unreal. I’ve seen materials in other scenes with a very elaborate settings.
Appreciate you taking the time to offer some insight. Thanks!
Once again, beautiful work! Looking forward to see more.
I’m getting 60 fps (capped) steady with my gtx 980. I guess it has v-sync activated by default.
On my 2nd pc, with a gtx 760ti it’s not fluid. I haven’t monitored the fps tho.
I believe in the near future, it’s not going to matter because you’ll show your client a project like that by streaming it from the cloud. They’re probably going to use an ipad or something but the demo itself is going to run on a gpu farm and streamed. A little bit like amazon EC2 and X.io are doing right now.
If we start to optimize too much it’s not going to look pretty enough for architectural viz, it’s gonna look like a cheap game. We better push the sh*t out of this engine
**mhagelsieb **
Yes, all flat object snapping to grid with same spacing between.
Of course complex models as a spotlight or sofa without snapping. It’s impossible.
**serriffe **
6-7 hours
Stunning work my man! However, I am trying in vain to set a custom resolution for your demo, but I can’t seem to make it. I want to run 2560x1440 on my 1080p monitor using AMD’s Virtual Super Resolution, I changed resolution in GameUserSettings.ini located in windowsnoeditor in Appdata like most other UE4 demos that works fine, but it’s not working in your amazing demo. A -ResX=2560 -ResY=1440 in the command line for the executable shortcut is not working either.
my game user settings : (try just changing the res, for both places)
It’s in the demo folder, …saved/config/windowsnoeditor/gameUserSettings
not in app data location…
hi,6 or 7 hours for this scene?with 4096 lightmap and tweaked ini setting and probably high value for lightmass (world setting).with how many pc
my pc is a 5930 k with 32gig ram and my build time for this kind of scene is about 30 or 40 hour or more.
is there any problem with my pc or any thing to help render time?
There are no saved/config/windowsnoeditor/ folders inside the demo folder, it’s located in the Users/Appdata folder…
Would you kindly add 2560x1440 resolution aswell? Or tell me how to do it myself? It’s not possible to run that resolution via any config file as far as I’m concerned.