Here I’ve made a second demo for UE4 arch-viz. It took 3 weeks to make it.
(btw, the first demo is here)
I’ve made some the models myself, and some - I did buy from collections, but they also have to be remade for UE4 compatibility.
I did all the textures myself.
The room is hard for GI, and even with extreme settings of Lightmass I had very bad spots & splotches.
Even now I still have a couple of artifacts here and there, but I’m working on it and will try to fix them in the next updates.
Some features of the second demo:
More than 1,300,000 tris in this small room!
No LOD objects
370 objects total, all unwrapped carefully by hand
All texture maps are from 1024 to 4096 size
Interactive object material change possible
Please stay in touch for the updates - I would be enhancing and improving this scene even more.
The second demo can be downloaded from my website: http:///
I really like it. Great piece of work, especially considering the fact, that you put the interactivity in it as a bonus. I personally wouldn’t sleep well in that bed though…fear of falling really, really hard
Two things to the technical side of this: i think it lacks a bit of contact-shadowing. From my experience, this results from very sensitive exposure settings (everything from/below Min-Exposure of 0.3) What are your values for Auto-Exposure?
Second to that: Hard to see from the youtube vid, but do you have lightmap-compression on or off? We usually turn it off when working in scenes, that contain many bright/white areas like your walls. Reason for this is, that the DXT-compression tends to result in some JPEG-like rainbow-artifacts. Don’t know if that’s of any help though
Your exposure values are fine. The exposure bias seems a bit too high for my test. That’s why i find your contact-shadows to be a bit to subtle (e.g. the chair on the floor next to the bed has almost no shadow)
If you like to, try decreasing that value to 1.2 (or something around that) and increase the strength of your lightsources on the outside. If your scene get’s too dark, try lowering the exposure values a bit below 1 to compensate for that. We found to get better results with that approach.