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ArchViz / Lighting

Absolutely amazing. If you would make a tutorial video that shows step by step what you did within ue4 to make this I would throw you $50 paypal, and I’m completely serious. Anyone else want to throw in? I want to learn how to do this!

Just read about his settings on the first page and start experimenting :wink: This may sound rude…but I dont think just redoing it step by step is the way to work. Get inspired, check his explanations and start trying for yourself…that will get you further than just following a step by step guide. Of course…this is just my personal opinion :wink:

1+ True that. :slight_smile:

Hi and thanks again everybody :wink:

Some answers :

*How are you doing the color grading? Are you using a lut? If so, what did you use to generate it? Or is the color work done in post after recording the video? *
Yep, I’m using a lut (done in photoshop) … and globally all the effects (tint/tint shadow/contrast/ …).
The videos are captured directly with the movie capture tool in editor.

Can you go a bit more into detail about the dynamic setup?
Just a movable directional light (with LPV on) and a stationary sky. The important thing is that the stationary sky gives good baked sky occlusion and keeps the lighting dynamic.

… and I was wondering if the normal and specularity maps were generated with software like crazybump or similar …
Normal and roughness are done in photoshop (I’m using the nvidia normalmapfiler).

(I featured your videos on 3DVF)
Do you have a website or portfolio online ? I would love to see more of your work !

Hehe thanks :wink:
Nope, no website/portfolio (or twitter, facebook, …^^)

*You have gone viral inside VFX industry. *
Huuuu, I saw that, it’s a bit crazy :slight_smile:

For the tutorial/downloadable stuffs, I’m gonna make a very simple scene and see if I can put it on the marketplace.

Congratulations Koola,
your great work at Unreal Engine 4 + ArchVIZ by Koola - 3D Architectural Visualization & Rendering Blog
My number one archviz blog.

Regards,
peter@work

Hi 3dlight,

Here are a few different places that you can find out more about optimizing the Rift for UE4:

Let me know if those help you out! :slight_smile:

Hi,

Great work Koola, very inspiring!

I havnt used UE before and I have some basic questions;

The videos and stills you have posted, to get these to look the say they do, are these rendered out from UE?
Im not sure how to explain what i am meaning, but do these look the same in realtime, as they do in the videos, when navigating the environment as a player? Would one see the beautiful lighting and materiality exactly replicated when playing in realtime? The same as the videos capture, does that make sense?

Is the mesh, created inside UE4? Or is it exported/imported from other software?
Are the lights natively created in UE4, or are they exported?
What materials are being used? Are they from texture pack?

Koola, would you generously be putting anything on the market place, as an example so others can see what you have done? if so how could one find it.

I use 3ds max and vray, and am very excited to try creating work in a game engine.
You have inspired me :slight_smile:

This is really remarkable stuff. I hope you release this scene on the Marketplace or just upload it to Dropbox. It would be an amazing learning resource.

The videos and stills you have posted, to get these to look the say they do, are these rendered out from UE?
Im not sure how to explain what i am meaning, but do these look the same in realtime, as they do in the videos, when navigating the environment as a player? Would one see the beautiful lighting and materiality exactly replicated when playing in realtime? The same as the videos capture, does that make sense?

It look the same on editor (or standalone) in realtime (around 30fps, depending on the scene)

*Is the mesh, created inside UE4? … to much questions ! … texture pack? *

I think all the answers are here : Unreal Engine 4 Documentation | Unreal Engine Documentation :slight_smile:

Some tests on particles and shading. This is really not optimized, too many transparent particles, big messy shader … but well, it was fun to do :slight_smile:

Koola?

Hey Koola! Where can i Contact you? I have some questions for ya!! Please reply.

How are you handling the rain drops? I’ve been trying to build a procedural ripple shader but I’ve hit some issues. Are all the ripples doing via particle effects or handled in the material itself? If so would you mind sharing how you’re going about it?

Recording?..

Awesome work man! How are you getting such high video Output? I am trying to make videos of that quality but have no clue.

you are a gawd

This is awesome! Keep the good work!

Will you please make all that you have done with shading a UE4 plugin. I would pay money for this.

Very inspiring work man. What’s the resolution of your lightmaps for models/brushes?

Fantastic work Koola.

I have some questions regarding your color correction. Are you taking multiple screenshots of your level and importing them into photoshop? Do you also use multiple post process volumes or is 1 LUT texture good enough? Lastly, can you isolate different parts of your level and make separate color corrections to them (example: focusing on just stairs, or just the walls, or the sky).

I greatly appreciate any or all answers and continue making good work in UE4!

Alright Koola, you’ve caused a huge rage of emotions around… How long it took you to build these skills?(Talking about everything helping you in building one of your scenes)

A lot of people here are newbies like me, and get easily inspired by amazing piece of works like that and I believe everyone is interested how long it takes to build that base of knowledge.

Keep going, you have great talent!

Looking brilliant as usual. Favorite is 0:09 (http://youtu.be/gC0PdspqNYk?t=9s) Keep it up!

As someone maybe a bit naive, how exactly do you go about this? I’m really struggling with trying to get good high quality textures with normal maps without having to pay fortunes but can’t seem to find much information on the process involved in creating them yourself with loads of 3D modelling work?