Here is my latest project, made with 3ds Max and UE4. For some reason I thought it would be a good idea to include foliage in the scene, as opposed to what I have done before with just indoors. The foliage caused me some real troubles and I’m going to have have to figure out a better way to do it if I do again. The main issue that I ran into is that you can’t build the lighting AFTER adding foliage to the level as it fails and takes forever, and there is no way to just build the lighting on the architecture and furniture (hence my thread about the limits of UE4’s lighting system!) Anyways, the inside of the building is what counts, and I think I got the lighting down pretty well. Settings are below in case you’re interested.
Static Lighting Level Scale: 0.1
Num Indirect Lighting Bounces: 100
Indirect Lighting Quality: 10
Indirect Lighting Smoothness 1
And in the BaseLightmass.ini:
I was also a bit disappointed with the quality of the lightmaps on some of the models from Turbosquid. They don’t really seem to play nice with UE4, specifically on that red chair. I guess this is what you get for being lazy and not making your own furniture models.
Another frustration of mine is the reflection system in UE. I can’t find a way to replicate glass as realistically as I would like. If anyone has, help me out here!
Let me know what you think