Here are a few screenshots. They are not the final render anymore. Any comments or suggestions are welcome.
It looks good, but you have to do little post process work in UT or in photoshop.
- picture brick on right side looks unatural (to me) have no idea whay? Too dark place with chairs in shadow. This wood canopy have light leak, you can see by light passing through wood, shadow is not good. But for somebody that isnt in CG arch vis it can pass very good.
- picture glasses and bottle and this thing under i dont know how it is said on english doesnt have shadows or occlusion.
- picture have too little polygon on round red corner on ceiling so I see edges instead rounded corner (fix it in modeling program or post process)
- picture towel holder looks like it is floating in mid air, need shadows and occlusion.
- picture render is great, but right corner is too dark, I would also change this brown color it doesnt fit.
- picture, painting no shadows.
Good work, but I dont like your pick of colors and materials (it is subjective)
I think this looks really great!
I’d change the bathtub, looks way too small and the lens flare should go.
Be happy with this though!
thanks for your good feedback kratos. First these are just screenshots of a realtime walkthrough. So no post. I haven’t tested it recently but it should also run fine as a VR project. So not everything can be perfect.
The brick pillar and the top row of the bricks are modeled, the other parts are a tiling photo texture. That’s why it looks a bit unnutural. Parts of the bricks are painted textures. I’m not super happy with using these bricks but it is a bit too late to change them now for the whole project. After all they are very common in the location of the project. The angle of the shot is a bit confusing. The wood structure over the deck has wide gaps where the light can get through. And you are looking from a very bright spot into dark shadow. Yeah. It is quite dark and wouldn’t work good for a archviz render.
there is a light on top of the table and the light map is not big enough for detailed shadow. It is close to the camera so there should be a dynamic shadow of the stationary light. Not sure why it isn’t. EDIT: actually the interior lights are static.
you are right. it could use some more polygons. 50 more won’t kill performance
this is due to lightmap resolution of the walls. I could bump them up a bit but unless I use insane numbers the shadows will never be very detailed for small objects like these. I look into it. I have 3 or 4 units plus environment so I need to be a bit careful with texture sizes.
Yeah I wasn’t sure about the colours of the side table and I changed them already 5 times ;).I know archviz prefers white on white textures. But unreal doesn’t work too well with whites only. Also noone lives with this kind of furniture and colours. You only see them in real estate marketing material. Unreal rendering in my opinion works best with high contrast textures. I am trying to find a good balance between this and marketing all white. It doesn’t always work. Finally sometimes it is a time issue. I use textures that are reasonable and are available. It is subjective too but point taken.
thanks NathanNaz. The bathtub is a low poly version of a villeroy&boch model. You can buy this size. There isn’t enough space in there for a larger one. Blame the architect - Oh wait, that’s me. Here in Australia we don’t bath a lot. It’s too hot usually.
The angle and fov of the shot doesn’t help. It’s not that small. The room is long and narrow. Not ideal but sometimes you have to deal with bad room shapes.
Vilaroy and Boch are for me great product in real life, but their 3D models are hilarious, I have to create my model every time! So I dont download from them anymore, presentation of their products on web is for me very bad!
Wait for me till I upload my first project in UT you will see so much problems that you will quit writing post about it
That explains the smell! I sent you a message S-Dot, get back to me when you can.
Thanks!
You are right, the models are not great. At least you get the size right when using them as a starting point. I also found out that if you use the ‘turn to poly’ modifier in max you get better results than just changing the editable mesh to poly. I use most downloaded models as half between low and high poly. They are not good enough for high poly but they also have too many polygons for low poly.
Just dont understand how they draw them that badly, did they try to pipeline autocad 3d to 3ds max or something? Draw your own less polys better quality Now I draw most of my assets to reduce polygons so I can easily use it in UE, just finish washing machine, less than 4000 polys and it looks great
4000 poly is better then most assets you get for arch viz. But I think you can easily go even lower than that when you bake low poly models. Here are some assets I made for this project: (from left to right, sorry resolution is a bit low):
- Basin 1171 verts, Tap 227 verts
- Towel 474 verts (material using displacement, not sure if that ads to geometry costs), towel holder 376 verts
- Hanging toilet with lid included 1020 verts
- bath tub 804 verts
I wrote down the vertex count because afaik this is what matters. Polygons are just the empty space between verts.
All assets use only one material. Every additional id on a mesh creates an additional draw call. That might not be a problem for small scenes but it can quickly get out of hand if you use a lot of assets with a lot of material ids.
All assets use instances of the same master material except the towel. This saves memory because every unique shader uses some memory. This isn’t a problem in arch viz though but it can be on a mobile phone for example. Well - If you have a good master material it will increase your efficiency creating materials.
great! have same toilet did you render this in vray or UE looks great (render), only I dont like black tiles
It’s rendered in unreal. The black tiles are my personal revenge for being forced to use white or beige tiles all the time - It’s a statement to save contrast in ArchViz