Hi everyone, my name is Alvin Toribio and I worked for Architectural Firm that is located in the United States and I’m currently spearheading the Real-time Graphics research and development in my department. I must say that I am very happy using Unreal Engine and I’m very impress that I was able to push this engine in all aspects of our needs and our client’s expectations. I am now allowed to show one our early progress test renders for one of our projects ( 181 Fremont Building in San Francisco ). I also wanted to thank everyone at the Forums and Epic Games for all the awesome community support.
I think there is a problem with lighting. Which version are you using? Maybe “lightmass portal” helps you for area lighting.
I like some reflections but meshes need more detail.
Contact shadow are weak. Maybe you have to increase resolution floor, wall and ceiling… Maybe decrease “static lighting level scale”.
What is your “world settings”? And the last thing is that you have to add stuff (plate, glass, flower…) for reality.
Hi , thank you for your reply - you are right in all points and this is actually our first attempt awhile back at using Unreal Engine ( UE 4.6 ) and I purposefully didn’t go crazy with the geometry for the sake of quick render iterations. I use to use Spotlights for indoor GI but we moved on since and we are currently using Raghu’s method like most folks here. I’m actually just showing off our very early works for the purpose of documentation. I saw a similar thread here I think it was a Korean team and I just wanted to follow the same format they are doing-- just thought it was interesting. :]
You should increase SSR Quality and intensity on Post process and as said; use lightmass portals If is it leather material on couchs (idk is it leathers on couch? :D) you can make “min 0.45” - “max 0.85” roughness param.
I didn’t actually go all the way on the shaders, post process. I was mainly concern of the lighting. It’s more of a quick pass for a test but I would love to push it a bit further next time. thank you for the comment though. :]
This is our next attempt at lighting from a higher floor ( 29th Floor ) and quite a challenge when there’s no portals or skylight. I think I was using Unreal Engine Version 4.9. I was using a huge spherical geometry that is texture emitting for environment lighting, a bit of an old school method . At the time I was happy with this type of lighting but I found better lighting methods (. Again, the geometry is very simple as it was a request from our interior designers - changes does happen a lot.
Hello everyone just posting some more old shots we did for 181 Fremont San Francisco for the 22nd Floor. I think I need to do more lighting test for this one again and try out Portal lights :]
This is my first post, but I wanted to give you a big thumbs up on the work–looks great! I live in the Bay Area, so perhaps I am biased. I wanted to ask, how are you achieving those backgrounds/skybox? I’m working on a game and have been struggling to figure out a good, realistic skybox/background solution. Nonetheless, great work. Post some more!
thank you so much mws87, as for your question it is done by using a box mapping method and this pretty much involves you stitching up a 360 shots into photoshop to an acceptable uv box format that you have laid on your box geometry or skybox. Here’s a tutorial http://wiki.polycount.com/wiki/Cube_map
There’s also another method which is called “spherical mapping”, this method can also achieve an identical result, the downside is that you can see a pinch point effect on your image on both north and south poles of your sphere geometry if not done correctly. Most HDRI images are captured ( 360 Camera ) and mapped on a spherical format and I think most still 360 images on Gear VR are also mapped this way as well. The key to have a good seamless skybox or spherical environment map is to have a good UV layout on your geometry on any of your preferred 3Dsoftware of choice. (3DSMax or Maya ) I would recommend is to do a lot of research on which method is the best for your project and think there’s tons of useful tutorial on the game production side.