Looks very nice man!
Thanks Phil! I am glad you like it!
Very nice project indeed! Can you speak a little about your workflow (i.e., modeling, texture, lighting, etc.)? I know it’s a very broad question, but any insight is appreciated. Thanks and keep up the great work!
Wow it 's very nice ! hope u can have more products !
As for the workflow.
In this case I got the main building 3D model from Ronen Bekerman freebies and first I’ve had to rebuild it to work well with UE. There were many unnecessary sculpted elements and almost all of the objects were build as one.
I am always trying to use very simple materials with basic maps - diffuse, reflect, normal. For diffuse chanel it is good to mix few textures with different scales to lose tiling effect.
As for lighting I used skylight and direct lighting together with few spot lights.
Thanks for the info! Can i ask where you got the vegetation for the green wall? It looks great! I’m working on a project that needs a green wall and what you have shown would be great. Any suggestions? Thanks again!
No problem. I don’t want to mislead you, but I think I got this one from 3dsky.
There’s a free ivy generator on the web, do a Google you should find it. It grows ivy on any mesh.
Haha, I just saw a youtube video about that house… very nice
hi looks great . I got a question are you using tessellation for any of the textures or is it all normal maps . thanks
Thanks guys! Looking at the scene now I think the end result could’ve been a little colder.
I disagree. I think you’ve got it spot on. I think the warmth is a nice contrast to the typical cold feeling of concrete.
Thanks for the info above about the scene. Can I ask for a little more info on how you did the vegetation again? You mentioned it being a model from 3dsky, which i was able to find a few, but when I try to add a second uv channel using steamroller 3ds max comes to a halt with such a high poly count.
Also, what’s your software pipeline (i.e., rhino, 3dsmax, sketchup, etc.)?
I am always preparing models in Cinema4D with built in uv tools.
Unwrapping Uv’s for the ivy also took a little bit of time. I didn’t touch my PC for half an hour after unwrapping started, but in the end the second channel came out quite nice.
Great project! Can you be more specific about what you mean by “mix textures with different scales”?
could you tell us your lighting workflow and what are the lightmass settings both in editor and .ini file? 4.11 or 4.10 version?
The project was done in 4.11 preview. Actually there was no need to change settings in ini files. My world settings were SLLS=0.5, ILQ=6