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#1 (permalink) |
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Freelancer
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Archviz swimmingpool in UDK
(IMAGE HOSTING SCREWED UP THE POSTED IMAGES! will fix tonight)
Right, something different this time. This is a modern swimmingpool scene i've been working on. It actually started as an architectural visualisation scene in 3dsmax, to be rendered with Vray. But i got bored with the rendertimes, so decided to throw it in Unreal Engine and have a realtime scene. Not much has changed from the original scene, just some poly optimizations (and a different trashcan, for some reason the other one didn't want to work! )I love the baked GI from UDK finally no more placing a dozen lights to fake one bounce! And the real-time reflection works quite decent as well.Too bad UDK doesn't seem to support Anti Aliasing though. anyway, here it is, straight from the engine so no photoshop: ![]() ![]() ![]() ![]() ![]() ![]() And the rendered Vray scene (obviously photoshopped): ![]()
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Last edited by chris89; 02-03-2010 at 05:49 AM. |
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#2 (permalink) |
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Senior Member
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This is fresh!
I've been interested in the use of real time engines for visualization (arch, landscape arch, urban planning) usually checking out urban digital. Any chance of capturing a quick video walking around the scene? This would a great tutorial ![]() S6 |
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#3 (permalink) |
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Frequenter
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great stuff, love the pool. Don't have much love for those benches though, nice overall though
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Currently working for: Massive - A Ubisoft Studio Blog: http://swedishgeek.com Portfolio: http://christofferradsby.com/portfolio/ |
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#5 (permalink) |
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Freelancer
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Hey, thanks for the comments
![]() I'll quickly write something about the creation of the scene. for now: YouTube - Swimmingpool scene Unreal Engine |
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| The Following User Says Thank You to chris89 For This Useful Post: |
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#8 (permalink) |
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Freelancer
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I'm too busy to write a proper presentation (or too lazy
). I think the techniques used are very simple though, so i'm posting the reflection materials. The rest is just straightforward and uninteresting.Here are some screenshots of the materials. All disappointingly simple. The rest of the materials are just a texture and a specular, no fancy bits. water ![]() water ![]() water ![]() water ![]() water ![]() floor ![]() chrome (this would actually benefit from a black fresnel falloff) ![]() for help on setting up the reflections, have a look on this UDN page: UDN - Three - RenderToTexture As for the light.. well... my official excuse is "i wanted to see how powerfull UDK was with GI". It's really just the big bright self-illuminating plane in the roof, and self illuminated textures in the pool lights. I let UDK do all the nasty work. Again, no magic. What makes the difference is the scene effect thats on it. Its integrated into UDK and can be found under view>world info (i think). Then have a quick browse through the postprocessing options and there should be a scene effect where you can change the shadow, midtones and highlights colors. CYoung I'd love to try this in the new CryEngine, to see if the new GI feature really is a useful alternative to baking it in. Unfortunately we can't access it yet (i think). |
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#9 (permalink) |
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Senior Member
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Yah it hasn't been released, but here's the tech vid for it. Obviously, the GI is over emphasized but it looks rather powerful, especially for it being real-time(the real advantage of it).
I misplaced the youtube video, but here is the publication article. http://www.vis.uni-stuttgart.de/~dac...wnload/lpv.pdf I think that is better to show you limitations and potential. I'll post the video when I find it.
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Christopher Young Darkest Hour Modification 2D/3D Artist |
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