woooooooooHooo, fantastic!, really a great job! …I would kill for steal your secrets :mad:
Till 1minute 40 the video looks great, after it looses realism (the illumination and materials aren’t good as the previous part).
Tell us something about what have you done for achieving such a good result with a big scene like your.
Hehe, we have no secrets… well, maybe just one or two!
Mhmh, dunno what you mean exactly, since the lighting setup and shaders at 1:40 are the same as the the clips just right before it.
But if you mean the “flat” look, that’s because all the light globes on the higher ceiling are turned on.
As for the second part, it’s been done with a different, softer setup and no direct light (it’s a night interior scene).
How to achieve such results in such a big scene? Well… Good planning, polished models and a lot of R&D.
We just kept throwing loads of assets into the scene, but UE4 never breaks apparently! ;D
Yes it does. (Developed on i7 / GTX760 back in May 2014)
We launched the level in Oculus too and runs pretty well on a GTX980!
Nice!, it’s a fairly sizeable scene for this type of work. At least when you consider the scenes that have been shared communally over the past year. I’m guessing that everything is 100% baked. I’ve been able to pump a fairly high amount of detail VR scenes, but it just doesn’t seem possible to be that high-end and have dynamic lights. But maybe I’m just f-ing up.
Modeling: not much, just mid-to-low poly quads and you’re set!
Texturing: fabric, leather, wood and marbles are scanned and processed a bit, before applying tons of shading tricks!
UV mapping: 1st and 2nd channel optimized by hand (but there’s still room for improvements, since we rushed a bit towards the end of the project due to deadline)
Well, since the scope was static render and video, we didn’t need much dynamic lighting anyway…
Still, some stuff IS dynamic indeed!
Your materials and the way they work together with lighting and reflections are simply amazing. Great job. I would love a little insight into how you are scanning those materials. Would you mind sharing some of those secrets?
I found the furniture to be more stylized than I’m used to. Everything was very big and round and soft. A little different than most ArhViz, but it still looks great.
Thanks! Your stuff is pretty cool as well!
We didn’t scan everything, just some leather, fabric and marbles IIRC. Most of the materials come from pictures of samples from the original manufacturers.
This was our very first UE4 project back in April 2014 and most of the work consisted in adapting assets from the original Max/Vray project into UE (and re-building shaders from scratch using the shader editor!)
Those colors blend so nicely! The only thing that bugs me is that you would be living just next door to heaven. Sounds nice at first, but you soon realize it is a blindingly bright white light. An HDR sky light would be good.