Lighting and Post Experiments

I lit everything in the scene using a combination of Movable lights, and an HDRI environment map plugged into a skylight.

For the HRSS tool I just took a screen grab using it, and made sure that it was set to capture it in HDR, and to apply all the buffers with it as well. (keep in mind that the tool needs to have access to all the buffers and that it does not. Unless I am missing a setting somewhere, most of the buffers it grabs actually serves no purpose for the kind of post work I do.) All the glows and flares and the like are done in After Effects, and not in Engine, so I have more control over the look of everything.

If the person from Epic who makes that tool wants to contact me about it, please do, I will be happy to provide feedback.

I remember doing very similar scene inspired by Aliens movie about 7-8 years back in Maya. Single frame took around 30 min to render if not more :slight_smile:

And have to agree with SchnitzelDude , you could do lot of things straight in U4.

Yes you could, but not with the control.

After all these are pipeline tests for offline production, not a game. So it doesn’t have run in real-time.

Also yeah, I do a lot of offline rendering, I have been a VFX professional since 2001. :slight_smile:

This is a model I am working on for my official test, it’s still a bit high poly, but there are some ways I can reduce that without changing the look.

keep in mind though that this won’t be for real time play back.

adding air craft panels.

The animation it self is very clunky, but I was focused just on creating something so I could see the material interact with the environment.

looks very good

Thanks!

First go at Substance painter. Not quite as strait forward as it should be to make the output from SP look the same in UE4.

Just showing it in-Engine.

https://cdn.artstation.com/p/assets/images/images/000/740/508/large/james-hibbert-scrapbot-wip-13.jpg?1431973037

Are you using 4.8 DOF? Lookin’ good!