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  1. #1
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    Default Bathroom visualisation (first UDK work)

    for a first try in unreal i have to say im pretty happy with the result. although, there is still much to learn and much to improve. hopefully the future projects will be reaching to photoreal look


    http://www.youtube.com/watch?v=9Lr1drrhzK4






  2. #2
    Palace Guard
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    Wow, very beautiful work, great job.

  3. #3
    Redeemer
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    Holy crap, that is amazing work. You used DX11 ?
    Hamad Al-Hasan
    Gameplay Programmer / Technical Artist
    Portfolio: http://www.alhasanstudio.com/

    Personal Project: zBioBlow !


    UDK Version: Feb-2013
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  4. #4

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    wow, very nice!!!

  5. #5
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    Quote Originally Posted by seenooh View Post
    Holy crap, that is amazing work. You used DX11 ?
    DX9, DX11 was lagging.. only the last shot with DOF is DX11
    Last edited by bukkit; 05-16-2011 at 04:47 PM.

  6. #6
    Redeemer
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    Cool stuff.

    Can you kindly give us an idea very briefly on what you've done to reach that level of realism?
    Hamad Al-Hasan
    Gameplay Programmer / Technical Artist
    Portfolio: http://www.alhasanstudio.com/

    Personal Project: zBioBlow !


    UDK Version: Feb-2013
    OS: Windows 7 Ultimate 64-bit - Service Pack 1
    Intel Core i7 960 3.2 GHz 8MB L3 Cache LGA 1366 130W Quad Core CPU
    12 GB DDR3 Mushkin PC3-12800 998959 (6 x 2048MB) 6-9-7-24 1.65V Blackline
    ASUS Sabertooth X58 LGA 1366 Intel X58 SATA 6Gb/s USB 3.0 ATX Intel Motherboard
    EVGA GTX 580 1.5 GB GDDR5 - Driver Version: 296.10

  7. #7
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    sure.

    since my hard drive is in service , i didn't have my own works with me , so i reached for some evermotion scene, modified it and remodeled in maya.
    rendered with vray. when happy with the results i baked the color, lighting and gi information right into textures

    then i started to learn the basics of udk , imported my maya models into the game engine one by one, and assigned the baked textures to them.

    after that it was just playing with the materials. it was kinda straight forward. textures, fresnel, normal maps and reflections. i used on one material both realtime reflections and fake cubemap reflections for more realism.

    the real challenge were the glass and water shaders. most of work was done on them. the key imho is researching the materials in real world and pay attention to details. like the window glass shader for example giving a double reflection because modern windows are usual double glassed and so on.

    after that i did a minor post processing. colors, fog, dust particles, and so on.

    finally adjusting and tweaking the scene for better framerate.

    thats about it

  8. #8
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    Wow Bukkit. That is truly amazing real-time work!
    Could you provide some stats on stuff like FPS, polycount, what machine you're running it on, etc.
    Finally, if your work is not copyright in any way, would you be open to releasing the map and shaders for the community to learn from? If not, no problems.

  9. #9
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    the fps is about 35-40 on 1280x720 res. polycount is about 100k polys i guess. my machine is quite avarage
    i would proudly provide it, but the problem is i simply cannot export it with frontend. the final exe simply crashes every time
    Last edited by bukkit; 05-16-2011 at 04:47 PM.

  10. #10
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    Might be easier to just zip up the map and custom content.

  11. #11
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    bukkit i have been also using Maya for several years but never found out how to bake shadow maps to textures etc.

    Either way great job.

  12. #12
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    Quote Originally Posted by TheAgent View Post
    bukkit i have been also using Maya for several years but never found out how to bake shadow maps to textures etc.

    Either way great job.
    if you're using vray for maya, it couldn't be more simple.

    you just select the geometry you want to be baked (must have good uv layout)

    then you just set the baking engine from none to texture baking


    that's it. i also recommend using render passes for higher level of control


    Quote Originally Posted by Strich View Post
    Finally, if your work is not copyright in any way, would you be open to releasing the map and shaders for the community to learn from? If not, no problems.
    i can give you guys some tutorials on this forum in near future if you want. for the glass shaders (which are imho the only complex ones in my scene) everything else is kinda basic. the fake glossy reflection was mentioned somewhere on the internet. the water is just modified waterfall shader from the folliage map
    Last edited by bukkit; 04-17-2011 at 10:19 AM.

  13. #13
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    Very nice! thank you im going to try that next time

  14. #14
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    200k tris? for a small scene...@_@

    awesome are those realtime reflection from dx11? nice

  15. #15
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    nope. the glossy reflections are fake dx9 reflections. the dx11 were very buggy with low performance. (to the polycount : especially those two towels were kinda overkill)

  16. #16
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    Very nice. I really like the dx11 one

  17. #17

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    Yes please, a tutorial on how to do the glass would be awesome.

  18. #18
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    Quote Originally Posted by keroki View Post
    Yes please, a tutorial on how to do the glass would be awesome.
    http://forums.epicgames.com/showthread.php?t=789955 here you go

  19. #19
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    hi bukkit ,

    Is your floor using relection actor or cubemap reflection? thanks

  20. #20
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    Quote Originally Posted by horoxhoro View Post
    hi bukkit ,

    Is your floor using relection actor or cubemap reflection? thanks
    reflection actor

  21. #21
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    Hello, very nice work and I'm interested in performance difference between using UDK lightmass and baking lighting from 3rd party software. Can you replace textures with basic material in UDK, put couple lights, and build lightmass? I'm sure performance difference wont be noticeable since the scene is fairly small but would like to know the difference between file size. Thanks!

  22. #22
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    amazing work! the last shot had me speechless :O
    All your pixels are belong to us!
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  23. #23
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    Quote Originally Posted by taz1004 View Post
    Hello, very nice work and I'm interested in performance difference between using UDK lightmass and baking lighting from 3rd party software. Can you replace textures with basic material in UDK, put couple lights, and build lightmass? I'm sure performance difference wont be noticeable since the scene is fairly small but would like to know the difference between file size. Thanks!
    well im not sure about the lightmass performance. but the baked textures dont represent any performance hit at all. (depending on the resolution) i used textures up to 4K. the biggest performance hit were the real time textures. so i needed to scale them down to 512x512 max. and also the anti aliasing slowed things down. as for the file size. the map itself has only 187 kb. and the packages have 360 mb

  24. #24
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    Package being 360mb is already going over the 300mb soft limit. On a such small room. Like I've said, you wont see performance difference on such small level but wanted to compare the file size difference on the level if you use lightmass.

  25. #25
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    Quote Originally Posted by taz1004 View Post
    Package being 360mb is already going over the 300mb soft limit. On a such small room. Like I've said, you wont see performance difference on such small level but wanted to compare the file size difference on the level if you use lightmass.
    yeah. its made out of two packages (290+60mb) and i really wanted some crisp textures and as many realtime reflections as possible. imho its ok, even for such a small area. im not planning to build anything much bigger (medium apartment would be the maximum level size in my case)

  26. #26
    Boomshot
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    :O erm.... Wow nice work there
    My Youtube

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  27. #27
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    Totally random but, TheAgent I just checked out your website, wow awesome!
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  28. #28
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    Thats masterful! Really well done on that.
    Quote Originally Posted by ManEatingHors View Post
    Now now this is what happens when you build a team around one player and said player gets injured.
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  29. #29

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    Looks good.

  30. #30

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    I don't know why I haven't commented on this yet, it's amazing.
    See my tutorials here: Organization is the key to success in any endeavor

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  31. #31
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    Very nice sir!

  32. #32
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    Warmest of thanks to Epic Games and especially to Paul Oliver.
    I'm glad you liked my work and i really appreciate the awesome gesture

    Thank you!


  33. #33
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    That is one sexy graphics card... GTX 580?

    And thanks TAW Sn4ke108 :P

  34. #34
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    not as classy its 460, but still a wonderful gift

  35. #35
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    It's well deserved.

    Now please make a HD version of the video.

  36. #36
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    Very cool and clean. Congrats on the graphics card!

  37. #37
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    great ...


    can you share your materials please

    i think that it can be very uusefull to have a materials database for udk with ready to use materials and effects

  38. #38
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    Quote Originally Posted by amigoface View Post
    great ...


    can you share your materials please

    i think that it can be very uusefull to have a materials database for udk with ready to use materials and effects
    the only interesting materials in this scene are the glass materials , i made a tutorial on how to create them, theres a link to it somewhere in this thread.

  39. #39
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    yeah yeah i am aware of that
    and i am interested in the glass material too

    but i am a very very very lazy person

    especially after several hours of day work

    again
    it could be nice to have an UDK materials database ready to use for various effects

    anyway i will try to reproduce the glass tutorial when i get some time

  40. #40
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    Love the textures, awesome work
    <<Bought at ransom>>


 
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