Hi guys,
This is my first architectual video of a villa (from Arch Exterior of Evermotion). All work is done in 5 days. Please give me some comments and feedback so I can have better result for my next projects. Thanks.
Hi guys,
This is my first architectual video of a villa (from Arch Exterior of Evermotion). All work is done in 5 days. Please give me some comments and feedback so I can have better result for my next projects. Thanks.
Did you just drag and drop this into unreal or did you have to modify the asset?
I have to create the light maps for these assets as well as re do the material shaders in Unreal plus the lighting. You can not just drag and drop this stuff into Unreal, sir.
Chronologically:
@0:04 way too much bloom on those trees, and the difference in their colour is weird.
@0:14 LOD pop-in on the smaller shrubs is very noticeable.
@0:16 is pretty
@0:21 floating leaves due to texture alpha
@0:26 the chairs are too dark. Even a pure-black chair will be somewhat grey outside.
@0:29 the same goes for this chandelier.
@0:42 there’s a black frame here.
@0:46 the DOF here is making the leaves look very strange.
@0:50 that is a very consistent overcast.
@0:58 another black frame.
@1:14 the camera changes speed very quickly here.
@1:18 I feel like this should have faded to white. the trees just look out-of-place in this shot.
@1:19 another black frame.
(also an FYI, Lightmaps are a one-click process in Unreal Engine, you didn’t have to make them)
@Construc_: Thanks for your very detail feedback, sir.
The problem that drives me nuts is the black shadow in the trees, I still can not find the solution to it.
And the the lightmaps, I manually did it all in 3dsmax (using 1 more UV channel) so I unchecked the auto generated lightmaps when importing stuff into Unreal. I have a bad experience using that long time ago, I dont know if it’s ok to use now, gotta try that to save some more time.
@leducvu: to fix the black shadow in the trees you can give the material of the tree leaves a very dark emissive color, it will turn the black shadow into like a darker green.
I usually just multiply my diffuse texture with a very low value (like 0.15) and plug this into the emissive color. Like this:
I’d only use this method if I were going to be targeting a low-end system.
For high-end systems, UE4 actually has a material type designed for foliage.
It’s ‘Shading Model: Two-Sided’.
if you plug your diffuse in to the sub-surface colour and adjust the opacity of the backlighting with a scalar value of like… 0.8-1 in the ‘opacity’ input of the material that should give you a good effect.
Wow…very realistic!! good job!
very good, did you make model of vila and roof tiles or you export evermotion model?