I make a Art Gallery for a client and don’t be afroid of Photorealism … YOu have lot of Realistic Content in marketplace and other … YOu have perfect spec to create high end product even for VR
The important thing in realitic rendering is not only model + texture but Lighting too.
Take a shed-load of photo’s for reference, matching diffuse values of all surfaces and getting the lighting bake right, along with producing accurate high resolution textures and geometry - is essentially what you need to be aiming for.
But yes, photo reference is the best tip anyone can give you imo.
Thank you for these helpful suggestions.
Can you speak a little more about high resolution textures?
I’m attaching images of the room. It’s a room at school, and the plan is to have the VR experience match the geometry of the room. The actual texture of windows / walls doesn’t have to match perfectly I think, as long as the geometry / scale feels right. Does that makes sense?
I’m attaching images, and a very basic floor plan. Do you have any tips on the best steps? Would you try and build the geometry in Unreal, or in some other CAD program and then import it?
Do you suggest trying to capture textures of the real objects in the space, or just finding similar textures online somewhere? I’ve never done anything photo real, so any tips would be appreciated.
Personally I think having good lighting and good material definition are the most important things to achieving photorealism. You can take it a step further by adding imperfections like finger prints, water spots, scratches, smudges, smears, dirt, etc.
Based on your photo references, you’re going to want to set up a sky light as your primary lighting source in Unreal. Many of the textures appear to be simple enough that they can be created by hand and then layered with grunge textures that are sourced online.