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  1. #1
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    Default Faculty of Electronic Engineering, Nis, Serbia - Updated with video

    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.

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    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.

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    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.

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    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:

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version


    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
    Last edited by Nikola; 05-06-2011 at 07:39 AM.

  2. #2

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    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.

  3. #3
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    impressive.

  4. #4
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    amazing...
    good job
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  5. #5
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    Have you tried bumping up the lightmap resolution?

  6. #6
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    Default

    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.



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    greetings
    Nikola
    Last edited by Nikola; 02-08-2010 at 06:02 AM.

  7. #7
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    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.

  8. #8
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    very very impressive


    nice work

  9. #9
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    Can you tell us more about the big project your are preparing for?

  10. #10
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    Good work guys, keep it up.
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    Level Designer at Lionhead Studios

  11. #11
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    Nikola will upload a movie later today, and here is the latest picture with
    reflection
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version


    we are also solving fade out and blur of a reflection.
    Last edited by kshaja; 02-08-2010 at 06:08 AM.

  12. #12
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    Quote Originally Posted by kshaja View Post
    Nikola will upload a movie later today, and here is the latest picture with
    reflection



    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.

  13. #13
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    Thz for the tip Sheepdog, great control in all levels. Love Unreal
    Be sure as soon as we come with some solution will let u know.

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    Last edited by Nikola; 02-08-2010 at 06:06 AM.

  14. #14

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    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

  15. #15
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    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.

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version


    More pics



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    Greetings
    Nikola
    Last edited by Nikola; 02-08-2010 at 06:12 AM.

  16. #16
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    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

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    greetings
    Nikola
    Last edited by Nikola; 02-08-2010 at 06:16 AM.

  17. #17
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    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.

    Quote Originally Posted by Nikola View Post
    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

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    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    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.

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  18. #18
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    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

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  20. #20
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    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.
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    Nice "little" project!
    I'm following this one

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    If the offer is still opne, I would like to see some videos
    .
    'Go ahead, make my game!'

  23. #23
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    Oh my god thats stunning, cant wait to see the video, well done guys good job
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  24. #24

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    very nice interior work!!!

  25. #25

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    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.

  26. #26
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    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
    Last edited by Nikola; 01-14-2010 at 04:33 AM.

  27. #27
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    WOW, that's stunning.. incredible work, I love the blurry reflections!

  28. #28
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    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

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    Last edited by Nikola; 02-08-2010 at 06:08 AM.

  29. #29
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    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

  30. #30
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    It is RT.
    I didnt test change in the frame rate during play

    See Dynamic Reflections

    http://udn.epicgames.com/Three/RenderToTexture.html

  31. #31
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    Gorgeous

  32. #32
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    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

  33. #33
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    Quote Originally Posted by Sir. Polaris View Post
    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
    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.

  34. #34
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    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 - 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.

  35. #35
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    awesome work. Iam stunned right now.

  36. #36

  37. #37

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    Beautiful, simply stunning!

  38. #38

  39. #39

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    Amazing work. Keeps me inspired. Keep it up. This level has alot of gameplay opportunities.


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  40. #40
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    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-x...layer_embedded



 
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