Interior Lighting with Unreal Engine

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Rikk The Gaijin
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prehabitat
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WOW.

I don't know anyone who wouldn't buy that. amazing.

Well done Rikk
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Rikk The Gaijin
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prehabitat wrote: Well done Rikk
Wait, I just reported the news, I didn't make that! :lol:
This was made by a studio in Shanghai, http://www.36viz.com/
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FrankPooleFloating
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Zoinks! I saw those and thought: if that bastard is also banging out arch viz of this quality, that would just be a bridge too far... Mercifully, you are only an insanely talented character artist...
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itsallgoode9
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wow, I didn't realize Unreal lighting had gotten this advanced! I used to use it back in version 3 when I was still in the games industry but never was a fan of the lighting. Crytek Engine is another really powerful one that is usually ahead Unreal in terms of quality so I'd be really interested in seeing what that one could do!
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icelaglace
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itsallgoode9 wrote:wow, I didn't realize Unreal lighting had gotten this advanced! I used to use it back in version 3 when I was still in the games industry but never was a fan of the lighting. Crytek Engine is another really powerful one that is usually ahead Unreal in terms of quality so I'd be really interested in seeing what that one could do!
Things evolved! :P
Most of the game engines are now using PBR methods, close to Octane if you prefer with Diffuse/Spec/Roughness etc.
Much easier to create pretty stuff but required some old school game artists to change their workflow but it's for the best :)

UE4 and Unity for example do light baking in a much better way now with spherical harmonics if you want your dynamic objects to be affected by the lights, UE4 has real-time GI solution with LPV (Crytek's tech) and Unity 5 has Enlighten (Battlefield games). Both has pro and cons but gives cool results.

Baked lighting is still the best method in terms of quality but real time solutions are getting better and better. Like this game "The Tomorrow Children" using Cascaded Voxel Cone Tracing for static geometries. I think some guys ported that to Unity 4, would be probably possible on Unreal Engine too.
http://icelaglace.com
Rikk The Gaijin
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icelaglace wrote: Like this game "The Tomorrow Children" using Cascaded Voxel Cone Tracing for static geometries.
I was the Art Director on "The Tomorrow Children" for two years, before I changed company.
James McLaren (lead engine programmer) did an amazing job on the lighting. 8-)

Also, you might be pleased to know that Octane was used to make all the previz for the game, and we specifically targeted the lighting to be "Octane quality" ;)
There was an old user called Q-Games on this forum, that user was actually me.
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