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  1. #1
    MSgt. Shooter Person
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    Default My Interior scenes.

    Hi everyone, this project is my first experience with UDk.
    This was built with the April 2011 release.

    Here are some screens...
    _____________Phase II____________
    http://forums.epicgames.com/threads/...1#post29674874


    _____________Phase I_____________




















    Video:-
    Phase1


    Any suggestions on how I can improve the richness and the lighting.
    The guys want somewhat, like the vray renders
    Last edited by Freko; 12-09-2011 at 12:40 PM.
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  2. #2
    Skaarj
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    Default

    Hey Freko, nice job! i'm not the specialist here, but i can tell you increase the light map resolution... remember, if a mesh, highter number, highter level, but if it is a BSP modeled, when you decrease the number, increase the resolution... try with that and bake it... you will find a greater resoult

  3. #3
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    Default

    Quote Originally Posted by MCarmona View Post
    Hey Freko, nice job! i'm not the specialist here, but i can tell you increase the light map resolution... remember, if a mesh, highter number, highter level, but if it is a BSP modeled, when you decrease the number, increase the resolution... try with that and bake it... you will find a greater resoult
    All of them are models. The light map resolution of the ceiling & the walls was set to 2048 and still it doesn't feel like its close to quality.
    Last edited by Freko; 08-30-2011 at 11:20 PM.
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  4. #4
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    Default

    You can add an antialiasing too, it will make the edge smooth. Just open the PostProcessChain called "UTPostProcess", click on the node called "UberPostProcessEffect",open the section "PostProcessAntialiasing" and set it to "FXAA5".

    Finally, open the world properties and set your WorldPostProcessChain to the "UTPostProcess"

    Just a suggestion to make the scene look better.



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    Last edited by jx53; 08-30-2011 at 06:53 PM.

  5. #5
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    Default

    Those guys want the result like this....





    I was totally blown up over there
    Besides that they needed interactivity rather than just realtime, my luck I succeeded to do that (I'll upload a video of this).
    i.e: every wall color can be changed & the furniture can be customized.
    Last edited by Freko; 09-05-2011 at 01:45 PM.
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  6. #6
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    Default

    Has anyone checked the vid!
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  7. #7
    Skaarj
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    Big Grin

    Quote Originally Posted by Freko View Post
    Has anyone checked the vid!
    Hey FREKO, i saw the Video and your page too, i really stunned with your work, specially with the code, how do you accomplish the window for meshes and paints change?, could you post a screenshot of your Kismet Win? or could you tell us where to find the documentation to learn it?... I'm trying to make something like that.
    About your level, i saw different things, first, there are a lot of non logical point lights (without a "physical" source ie. The corridor), appear from nowhere, make some meshes to link them.
    You should work on your shaders, they are not looking well, the specular looks so plastic... if you increase the shader quality you will improve the level realism.
    That's it! good job, i hope make something like this... and the UI for change thing on level is AMAZING!

  8. #8

    Default

    The customization aspects are really well done. I was impressed by the alteration of wall textures, but changing the furniture really blew me away.

    But I agree with some of the things the other people have been saying. The lighting needs tweaking, and your materials are off to a very good start, but would look a lot better with a little more work.

    It looks great overall, though.
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  9. #9
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    Default

    Okay, it was a total crap!! It was flaked.


    I'm going to have to start over again, starting from lighting.
    I'll have to try get something close to the vray quality.

    I'll post screens of the wip progress & the parameters I use.


    Sorry, I had to pull down the vid(nda).
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  10. #10

    Default

    You can bake the light on the textures with vray render to texture if that helps, and try to use vray render to texture, textures instead of normal one, also some volumes effects can may help...

  11. #11

    Default

    Nice! As the first experience, it's indeed good, I appreciated!

  12. #12
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    Default

    Thanks very much.

    So far, I have improved a bit. I'll post some pic soon
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  13. #13
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    Default

    Hey guys,

    Little test ive done with the engine as havnt played with udk for 2-3 months, let me know what you think. Cheers KB

    Video: http://www.youtube.com/watch?v=Ex3b8F3-Lx4

  14. #14
    Redeemer
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    Default

    Quote Originally Posted by KingBadger View Post
    Hey guys,

    Little test ive done with the engine as havnt played with udk for 2-3 months, let me know what you think. Cheers KB

    Video: http://www.youtube.com/watch?v=Ex3b8F3-Lx4
    You did that yourself using UDK ? if yes then great job it looks quite good : )

  15. #15
    MSgt. Shooter Person
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    Default

    @KingBadger
    wow truly amazing. Quite impressive for 3 months!!
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  16. #16

    Cool

    You may check these...




  17. #17
    MSgt. Shooter Person
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    Default

    A little update for phase 2.

    I'm still working on the textures so I'll just showcase detailed lighting for now.















    Last edited by Freko; 12-09-2011 at 11:33 AM.
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  18. #18

    Default

    Nice work. But I was quite intrigued by the scaleform menu you achieved. I'm having a really tough time to achieve that same outcome. Would it be possible to give a quick run-down on how to set it up in kismet and script that you made it work. I've run through the avail tutorials but Im still not getting the menu to appear.

    I would really appreciate your help.

    Regards


 

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