Hello there,
we are inimart, an Italian company specialized in realitime graphic and interaction design. We made a couple of projects of environment reconstructions, and now we decided to switch to Unreal Engine for use it in our next project.
As first project, we decided to build only a simple room, focusing on realistic texturing and lighting stuff.
Here are our first steps, we are at still at the beginning, starting from doors and windows, but… what do you think? Any suggestion is welcome!
We’ll post here our new updates on the project!
Starting to work on the sofa. Try to calibrate between low-poly modeling, texturing and displacement material to replicate sSynthetic leather seams…
Hey there!
Absolutely love the look of the glass used on the door in the first picture, wanna share the Tex?
Also the Mesh of the Couch is reeeaaally sweet, nice little touches etc. Cheers!
In fact, the only thing that I’m not convinced about: the floor, cause it reminds me more of a exterior ground, but that’s only meant in a aesthetic way. The Texture looks nice
Thank you for your feedback The Black Lion!
For now our goal is to end this little project and to experiment with the amazing power of Unreal, trying to figure out how to achive the best compromise between lowpoly and photorealism. At the end of the project we’ll share some models along with the materials with the community, not sure if free or for a little amount of money on the marketplace.
We are trying to recreate textures and 3D models from our REAL living room, and the real floor is something belonging to 60’s, nothing remotely like modern floors Here are some references:
It’s a bit tricky to recreate the marble look’n’feel and reflection. For example we are experiencing some flickering in the reflections, maybe due to the SSR technique drawbacks.
Editing the shader file as suggested here we found that tweaking NumSteps and NumRays parameters to a value of 32 (default values for maximum quality is 12 in Unreal) is a good compromise between FPS and realism. Here you can check the visual improvements:
So for now we are using this parameters in the shader file:
#if SSR_QUALITY == 1
const int NumSteps = 8;
const int NumRays = 8;
#elif SSR_QUALITY == 2
const int NumSteps = 16;
const int NumRays = 16;
#elif SSR_QUALITY == 3
const int NumSteps = 32;
const int NumRays = 32;
#else // SSR_QUALITY == 4
const int NumSteps = 64;
const int NumRays = 64;
#endif
And we see that 64x64 is almost the same result of 32x32. Maybe this kind of artifacts will disappear with Unreal 4.12 planar reflections, but now we can’t use 4.12 because of Substance plugin isn’t compatible yet.
That said… if we can’t go further with the floor realism, we’ll choose another kind of material for that.
Oh, you’re from Italy, right The Architecture there is “slightly” different hehe (Germany^^)
So you want different reflections from each type of stone in the marble?
My approach would be to mask the different stones and set a roughness-value for each of those.
greetz Lion