Hi all!
Today I want to share with the community our latest UE4 Architectural work.
It’s a showroom and office space that has it’s roots in our real office here in Italy. (I just added a couple of photos to show you the real space)
I followed all the process from 3ds Max to UE4 and the little blueprint programming needed to let the user walk around with the Oculus Rift.
After finishing I rendered some shot and produced a quick intro video (first time messing around with the awesome new sequencer). Next step will be to ad some interaction and material changes (hopefully with head movement selection interface).
I am pretty happy with the end result, even if all the assets coming from our 3ds max library had to be processed and adapted a bit for UE4. I love the lighting in UE and how it gives life to any scene. Comparing the renders from 3ds max the UE scene is even better in the end!
Hopefully getting some feedback from you all, I leave you with some shot and with the related video.
Very nice! Lighting and shadows are great, materials and meshes seem nice and clean. Could you talk about what interaction do you have planned for this space?
To show that it is VR capable, have you considered adding footage of users navigating the space with a headset as well? (That would move you beyond the scope of Sequencer and into Adobe Premiere or Final Cut Pro, but it would be a nice added benefit.)
I second that. I think it’s really important that alongside an effectively static presentation you include a real-time experience of your project and even mark the fps you’re getting for a specified hardware set. I would say this would bring more confidence to potential clients, much more than just saying that it’s VR ready.
Otherwise it’s looking good, a bit too much contrast and extreme blacks on the shadows, but that’s mostly a personal preference.
Very nice work! I agree about the shadows being a big dark, but that’s all user preference Showing your FPS on screen would also be helpful, so we know it would run in VR instead of just baking out an animation.
Main interactions needed for our purpose is the ability to take the materials samples, analize them and probably some other simple material change interface. Something else comes to your mind?
We were already planning a second video showing actual VR footage. Hopefully coming soon
Yeah, I see it’s a bit too dark and contrasted. The position of the windows didn’t help for a good homogeneous lighting.
I never thought about showing FPS count in the video, but actually is a good point. “Problem” is that I can work with a really powerful machine at the office and for now I could not care much about optimization, but you are right , VR experience has to play smoothly also with other setups and always with a good FPS count for seamless movements. Most heavy thing is the post process volume, so usually being conservative with post effects is enough to make it run smooth on a Titan X (also because post effects are annoying in VR so…).