I feel like crying now. I never seen my hard work look so bad.
This is how the interior look in Maya hardware render, not pretty, but details are there.
Now this is what I have on UE4.
I feel like crying now. I never seen my hard work look so bad.
This is how the interior look in Maya hardware render, not pretty, but details are there.
Now this is what I have on UE4.
The bathroom tile is suppose to be like porcelain, but looks more like charred wood now…
I have 2 reflective spheres & 2 point lights thrown in, but the who render looks just bad. Light map is set at 512, which doesn’t help thing, There is also no overlap UVs.
Have you checked the normals/tangents for the meshes? They might be inverted or going in the wrong direction, and that could mess things up a bit.
As for the tiles themselves, that’s just the material, decrease the roughness a bit, throw a good normal map on it for the seams between the tiles, etc. Also, try putting some more lights in the room, they’re tinted that color because of the light bouncing off of the wall.
There’s a number of things that can be going on. Those meshes are higher poly than what you would typically use in a game, which will mean that you have to create your lightmap UV’s by hand because all the automatic methods will give you poor results. So some of the stuff that looks black or has weird shading after building lighting is because of bad lightmap UV’s or low lightmap resolution. Another issue could be smoothing, there’s some smoothing settings in the FBX exporter along with some settings when you import to UE4, so there may be something that is ruining your smoothing that way.
The floor looks like it’s not tiling the right amount, so you’ll have to modify the texture coordinates in the material to adjust the tiling. Also, it might help to see issues more clearly if you have a light in the room, since most of the lighting you’ll get is bounce lighting from what comes through the window.
Thanks guys for the feedbacks. I manage to make it looks more decent. I post it here once I have nice result, & explain what I have done, in case someone is in the same shoe as me.
Greatly appreciated the feedbacks.
Thanks everyone, after days (& very long nights) of hard work, I finally manage to something half decent with the lightings (I still have a lot of question, but that another thing for another day).
The main issue is skybox. Cannot explain fully, but once i unchecked 'cast shadow, the hash black is gone.
It can still be massively improved, for sure, but its a MASSIVE improvement form the original image posted above. I am assured enough that I am moving on to my next adventure of learning UE4.
There’s some general techniques that can make it look even better if you want to mess with it more, the main thing I can see though is that the window needs a higher resolution lightmap, you can see those dark spots on there and that’s due to a low-resolution lightmap.