I know right! $95,000 for 1 project virtual tour! you can make one tour like that and take the rest of the year off!
But how do you think they’ve done it, it looks like Vray to me with baked textures brought into Unity or Unreal, and then added some particles like water and fire, maybe real-time reflections?
If it takes so much time to bring something to photoreal level in Unreal, then maybe its better to go with the proven path (vray / corona bake from max and import to real-time).
This is why Corona needs textue baking so urgent. Archviz related. Do not think off it as a game developer stuff… the lines between both are turning very dimm.
And there is market for that kind of visualization work so if Corona introduces texture baking, people can work on projects that really pays off. Everyones happy.
The chalet scene is very cool! Makes me want to buy it (the chalet)! I’ve finished my New Tamayo museum scene with Corona and I’m going to bring it to ue4 and see if I can get something cool out of it. Congrats XOIO.
So far I’ve been messing with Unity alot but the lack of making good lighting and shading is too limited and I sincerely hope that the 5.0 version will solve alot of those issues (If they ever release it…). I’ll be giving Unreal 4.5 a go since alot of nice footage is coming out the last months.
If anyone has more footage or workflows for Unreal I’d like to see those.
Recent Koola’s environment tests are pretty good. Not sure if he use the 2 new features of ue 4.6 and 4.7 preview which are : really improved foliage instancing and Precomputed lighting and shadows are now supported on foliage objects and instanced meshes! This allows for very efficient rendering in scenes with stationary or static lights.
On a side note, I’m getting quite decent results with auto-generate uv lightmaps tonight. I’ve decided to break my asset into multiple parts in 3ds max, save in fbx, import fbx…in Ue4, cranked lighting settings, high res lighmaps (512-2048), 100 indirect light bounces, etc. This test is with a 12k polygon design connected chair, divided into 8 pieces. As you can see no artifacts or weird shadows
This second test using the auto-generate uv lightmaps, is a 67k triangle wall. lighting quality high for speed (instead of epic), lightmap only 1024! Ground is a brush.
You missunderstand these features, the important part is not soft shadows, but distance field ;- ) They are absolutely unsuitable for anything archviz oriented. It just sounds good on paper but when you study the examples a bit better,
you will see where this is actually applicable.
The forest scene looks so bad, like worse then CryEngine1 from 6 years. I don’t get this, don’t have time to test, but as great as interiors look, the foliage is abysmal.
I tested the features with LPV (yea I know, I gave it another try). Everything was bad like you said. Concerning the vegetation I think the main problem is speedtree…the quality isn’t that great. I Wonder if it would be possible to use far better trees in 4.7 since they apparently improved the instancing and foliage performance!
On Stream they said ue4 is going to have a built-in grass feature…probably going to look too ‘‘gamey’’ but we’ll see. But if I’m correct it’s not going to be instances of grass patches but more like you’ll be able to ‘‘grow’’ grass out of a selected surface.
Juraj, one day, if you find time, you should try to remake your Icelandic coastal house project in ue4. It could look very nice!!!
wow yeah, that one is totally different. The snow on trees and the effect…god that is beautiful. Reminds me of old rpg (MM-6) game where I first saw snowing in first person, it looked horrible by today standards but it left me deeply fascinated.
Neat little feature coming in 4.7 : Automatic Asset Importing!
Importing meshes, sounds and textures has never been easier. Simply save your source art files under your project’s Content folder, and the editor will automatically import the new files, ready to be used in UE4!
If you update these files from an external application, the editor will detect that and automatically reimport your content! This makes iterating on game content much faster.
Finally, on stream tomorrow… Tim Sweeney, co-founder of Epic Games (He has never shown is face on stream yet) will make a big announcement!!! Can’t wait to see the boss!