View Full Version : Faculty of Electronic Engineering, Nis, Serbia - Updated with video
Nikola
01-10-2010, 05:33 PM
Hi all,
My name is Nikola Stojanovic and I work at Faculty of Electronics, Nis, Serbia . Our students made this model, special thz goes to student Miljan Sakovic who help us a lot, at first it was transfered into Quest 3D engine, Turtle rendering engine . If u r interested I could post some videos and pics later.
http://img64.imageshack.us/img64/2295/52698747.jpg
http://img64.imageshack.us/img64/4471/19220703.jpg
http://img687.imageshack.us/img687/2249/95489608.jpg
http://img62.imageshack.us/img62/1411/64813425.jpg
Model is just exercise for a much bigger project that we are preparing.
Mesh was made for Q3D engine and I just exported to Unreal engine.
It is merged by the parts of the building like u see in the picture and have two UV channels.
http://img687.imageshack.us/img687/2341/46040325.jpg
I suppose that because of that I have some problems with Lightmass because Unreal supports modular design and we made it merged.
Problem is that when I try to increase indirect illumination to lighten up shadow areas, strange paterns start to show and become more and more noticeable.
http://img687.imageshack.us/img687/982/13064972.jpg
http://img687.imageshack.us/img687/2889/69107020.jpg
I have tried to decrease static lightnning level scale hoping that I will shoot more photons, but every time I do that paterns become more visible.
Also when I increase DifuseBoost, color bleed go wild.
These are the settings that I have right now:
http://img6.imageshack.us/img6/7527/44002502.jpg
I am expirienced in MRay and Turtle render, but I am stuck with Lightmass. Some discussion would be very helpfull
Video update:
http://www.youtube.com/watch?v=EBOC83pAwyk
thz in advance
Nikola
Jade-Phoenix
01-10-2010, 06:58 PM
Mr. Stojanovic, I have to say that is quite some remarkable work. I take you're also attemtping a possible progressive skydome with the map as well to simulate actual real time enviroment as well? The Quad area with the chairs had me do a double take on the realisim it has.
DELTATHUND3R
01-11-2010, 02:42 PM
impressive.
Extasis
01-11-2010, 05:01 PM
amazing...
good job
Xendance
01-11-2010, 05:57 PM
Have you tried bumping up the lightmap resolution?
amigoface
01-12-2010, 02:59 AM
very very impressive
nice work
Nikola
01-12-2010, 03:13 AM
Hi all,
Thz ppl. All lightmaps are 256, 512 and 1024 resolution. I think that there is no need to go beyond that. Model is made in Maya and exported via ActorX.
Is it posible to replace Environment Color with HDR map, than I could use it for Indirect Illumination color to bake out lightmaps. It will be more realistic.
In the first post last picture, there u have how big my scene is, it is ok with Unreal?
Today Ill try to do Floor Reflection.
http://img532.imageshack.us/img532/4254/27400440.jpg (http://img532.imageshack.us/i/27400440.jpg/)
http://img717.imageshack.us/img717/9176/14787809.jpg
http://img687.imageshack.us/img687/8823/43427573.jpg
greetings
Nikola
kshaja
01-12-2010, 03:57 AM
Hello, my name is Vladimir Jaksic and i am in team with Nikola, doing the programming part.
First to say big THANKS to Epic for UDK.
We used several engines before for our projects, and this one is the most respectful.
The price, the features, this forum ... excellent.
I did the test packing of the University of Electronics and it works fine. Now I am learning UI stuff for main menu and ingame menus.
Big thanks for community and all the people that make tutorials for UDK.
Nysuatro
01-12-2010, 05:17 AM
Can you tell us more about the big project your are preparing for?
Piranhi
01-12-2010, 06:34 AM
Good work guys, keep it up.
guineapig
01-12-2010, 08:52 AM
If the offer is still opne, I would like to see some videos :)
kshaja
01-13-2010, 06:54 AM
Nikola will upload a movie later today, and here is the latest picture with
reflection
http://img189.imageshack.us/img189/3345/rtreflection.jpg
we are also solving fade out and blur of a reflection.
McTavish
01-13-2010, 07:32 AM
Oh my god thats stunning, cant wait to see the video, well done guys good job
laforced
01-13-2010, 08:42 PM
very nice interior work!!!
Jade-Phoenix
01-14-2010, 12:38 AM
I cried..... The work is so stunning and realstic. It's like I was looking into the building and I mean Aw man I just can't describ what I'm feeling when I look at it.
Nikola
01-14-2010, 04:12 AM
Thz all
hehe common Jade boys dont cry ;) Thz for the tears :)
Welcome Vladimir ;)
I thought maybe it would be more interesting if I upload Anaglyph version of the model. U know red blue glasses, depth thing.
Had some problems with Camtasia or Youtube, couldnt get better quality (some codec thing I suppose), tried twice, I didnt have more time.
Oh yes this is from Quest3D
http://www.youtube.com/watch?v=Ocs6sM-Kk8w
Sheepdog
01-14-2010, 12:36 PM
Nikola will upload a movie later today, and here is the latest picture with
reflection
http://img19.imageshack.us/img19/3345/rtreflection.jpg (http://img19.imageshack.us/i/rtreflection.jpg/)
we are also solving fade out and blur of a reflection.
For blur you can attach a custom post process effect from the content browser into the capture actor's properties. Also, the more blur, the lower pixel resolution you can use and thus save on processing.
...if you figure out reflection fade-out, let me know! How I've been solving it is by using Depth of Field on the reflection's post processing to blur whatever's further away, but it isn't the most realistic result.
Nikola
01-15-2010, 07:47 PM
Thz for the tip Sheepdog, great control in all levels. Love Unreal :D
Be sure as soon as we come with some solution will let u know.
http://img37.imageshack.us/img37/8329/blurhu.jpg
5hfifty
01-16-2010, 01:53 AM
WOW, that's stunning.. incredible work, I love the blurry reflections! :)
Nikola
01-18-2010, 02:56 AM
Thz 5hfifty
Right now Im working on a collision.
Becouse of non-modular design I cant use allredy made collision.
Soon brand new video will pop in :)
http://img109.imageshack.us/img109/3779/collisionx.jpg
zoltanjr
01-18-2010, 03:13 AM
Looks pretty good. Curious how does lightmass go with the calculating light on the reflective surfaces? Because as soon as you add in something like that vray doubles in calculation time when using 3ds
Nikola
01-18-2010, 09:07 AM
It is RT.
I didnt test change in the frame rate during play
See Dynamic Reflections
http://udn.epicgames.com/Three/RenderToTexture.html
Nothke
01-18-2010, 02:09 PM
Haaaay! My name is Ivan, and I come from Zrenjanin, also in Serbia. I study architecture in Belgrade. I am new to unreal, and I downloaded it just two days ago. I am surprised how easy and fast it is to learn the basics of unreal. Previously I worked on many other engines like Crytek's CryEngine, but I am sure I will stick to the unreal for some time. :)
Currently I am modelling the building of my faculty in 3ds max, and I am finishing the model, but textures are something I will bother about later...
Awesome work!!! Very good! Just keep going! Samo tako nastavite :)
If anyone of us need some help about anything I am open for contact :)
Nikola
01-19-2010, 06:27 PM
Thz Ivan.
Unreal is a real deal, Crytek blah :)
If u wanna help, no problem, just tell us what r u good at.
Reflection node workflow, if anyone thinks that it can be improved, feel
free to comment. Maybe I should remove Normal Maps, it is smooth surface.
http://img691.imageshack.us/img691/5585/nodes.jpg
More pics
http://img135.imageshack.us/img135/9457/90437219.jpg (http://img135.imageshack.us/i/90437219.jpg/)
http://img40.imageshack.us/img40/2521/39935286.jpg
Greetings
Nikola
5hfifty
01-20-2010, 01:57 AM
Gorgeous :D
Sir. Polaris
01-20-2010, 11:39 AM
I wonder what the tradeoff is with BSP vs Static Mesh levels. I guess now that the portal system is dead, Static Meshes can be culled in part. Previously to my knowledge only BSP could do that.
Regardless this is a nice looking map. Should export it for Rainbow Six Vegas :D
Xendance
01-20-2010, 12:32 PM
I wonder what the tradeoff is with BSP vs Static Mesh levels. I guess now that the portal system is dead, Static Meshes can be culled in part. Previously to my knowledge only BSP could do that.
Regardless this is a nice looking map. Should export it for Rainbow Six Vegas :D
No, last time I checked UE 3 doesn't know how to cull only parts of smeshes.
Hell, I don't know any engines that could do this.
Sir. Polaris
01-20-2010, 12:51 PM
When somthing is outside the clipping plane is culled (not rendered) that what I ment.
I was reading that the portal system which was (Can you the area I am in?, No?, Ok I don't draw/exist right now!) to a similar system but using volumes and not planes labled portal stuck in windows :D - it culled via distance and occlusion.
I do recall however you can't tell a program to use "part of a mesh" you could refuse to render I part based on distance I think, but if somthing was hidden by somthing in the case of this school - I think all the walls even the hidden ones get rendered here because there not BSP.
I don't know, I have limited knowledge here - just trying to figure it out.
Nikola
01-22-2010, 08:40 AM
Real life location, so I think theres no need for reflection fade.
Vladimir is transfering another old project that we did, if everything goes well u will be suprised :)
http://img191.imageshack.us/img191/6690/28565115.jpg
http://img37.imageshack.us/img37/2887/92628052.jpg
greetings
Nikola
Nikola
01-31-2010, 09:24 AM
I found a solution for a light leak in the corners. It is showing becouse of small resolution of the lightmap and very bright pixels which r created becouse of Intesity of Environment Color.
Just put BSP brush above and everything will be like it is suppose to be.
Ill close everyhing and re-render
http://img191.imageshack.us/img191/4406/82810691.jpg
Nikola
03-17-2010, 06:04 AM
Finally got some time to do this:
Walkthrough video
http://www.youtube.com/watch?v=EBOC83pAwyk&feature=player_embedded
:)
http://www.youtube.com/watch?v=O3jYjUNy6ow&feature=related
Forgetful
03-17-2010, 01:36 PM
Love the lighting. It looks great I just have one small critique. The environment as a whole looks very nice and a lot of the detail and quality is great. Having said that a lot of the detail comes from the textures and surfaces. Since most of these are flat it works well, but when my eye meets the chair everything instantly looks worse. The chair is noticeably low poly and the second I notice the rough edges it really drops the rest of the environment to that level of quality for me.
If you up the quality of those chairs I think it would do a lot to hold the high level of detail the rest of the shot conveys. I would even go as far to have less chairs, but up their polycount.
DennyR
03-17-2010, 06:18 PM
awesome work. Iam stunned right now.
Nikola
03-20-2010, 04:55 AM
Thz DennyR
Forgetful:
I agree with the chairs maybe I should go a little bit higher with polygon number, also second UV channel is very bad on them.
:)
http://www.youtube.com/watch?v=JmUXVBf7SfQ&feature=player_embedded
prowler_UDK
03-23-2010, 02:21 AM
Nice "little" project!
I'm following this one;)
nvisiongameco
03-23-2010, 12:24 PM
Beautiful, simply stunning!
Nikola
03-26-2010, 04:48 PM
thz ppl
:)
http://www.youtube.com/watch?v=1uO-SBwaNk0&feature=player_embedded
Cryslin
03-26-2010, 07:16 PM
Amazing work. Keeps me inspired. Keep it up. This level has alot of gameplay opportunities.
http://forums.epicgames.com/showthread.php?t=718917
http://michaeljcollinsdreamart.com/
Nikola
03-29-2010, 09:57 AM
thz, maybe some day it will grow into some sort of game.
We have already modeled the whole building, it is 5 more floors. Outside also.
Like I sad this is only playground for the thingie that we gonna do this year
I am interested in VR glasses exploration, if we buy it...
:)
http://www.youtube.com/watch?v=CqD-xizeaqE&feature=player_embedded
http://i28.tinypic.com/2zfjw4i.jpg
Nikola
06-28-2010, 12:49 PM
Hello all,
Finally I got some time to get back into this :)
But as soon as I installed new version of UDK unpleasant surprise waited for me:
UDK-2010-02
http://img717.imageshack.us/img717/3430/goodh.th.png (http://img717.imageshack.us/i/goodh.png/)
UDK-2010-06
http://img707.imageshack.us/img707/3630/badya.th.png (http://img707.imageshack.us/i/badya.png/)
I am moving around 2 files, udk and upk till now everything was working good?
What's going on?
plz don't tell me that I have to tune it up again???
thz in advance
Nikola
Froyok
06-28-2010, 01:40 PM
I hope that help you :) :
http://forums.epicgames.com/showpost.php?p=27439717&postcount=5
Nikola
06-28-2010, 01:57 PM
YES, everything is clear now!!!
Thanks!!!
Nikola
Count_de_Money
07-23-2010, 06:26 AM
Looks great, keep up the good work.
Svaka cast momci, samo tako nastavite.
Though I have one advice if you're willing to try, since I love reflections.
Real life location, so I think theres no need for reflection fade.
Vladimir is transfering another old project that we did, if everything goes well u will be suprised :)
http://img191.imageshack.us/img191/6690/28565115.jpg
http://img37.imageshack.us/img37/2887/92628052.jpg
greetings
Nikola
When I see these pics, I think you could try one experiment with one more reflection on the ceiling where you would use normal maps more than on the floor. Because it's not a game so you don't really care about FPS and go for the look, I think it's worth the performance drop. Just to test it I did a really fast simple test map and here you can see how it would look.
http://a.imageshack.us/img130/7507/dblref.jpg
tigerija
07-23-2010, 03:09 PM
Interesting.
Greetings from Croatia.
Nikola
07-27-2010, 08:02 AM
Count_de_Money thz for the tip, will do it for sure, right now we r doing this and two more scenes:
http://a.imageshack.us/img818/8657/30926420.jpg
thz tigerija greetings from Nis, Serbia.
Cryslin
07-27-2010, 08:31 AM
I don't go to sleep too much now, but I know if I had that monitor I will be a zombie.
UDKKutigi77
10-27-2010, 10:04 PM
Very impressive work.
Nikola
10-30-2010, 07:00 AM
thz UDKKutigi77
Right now:
http://img809.imageshack.us/img809/9140/100dqp.th.jpg (http://img809.imageshack.us/i/100dqp.jpg/)
and preparing one more scene, as soon as we finish it Ill get back on faculty :)))
greetings from Nis, Serbia
Nikola
MCarmona
08-10-2011, 03:35 PM
Congrats!, i really like what i just saw!
Nikola
08-13-2011, 03:12 PM
Thank you, as soon as we find some free time, we will finish this ...
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