{"id":2809,"date":"2014-06-16T05:44:05","date_gmt":"2014-06-16T05:44:05","guid":{"rendered":"http:\/\/www.terrymatthes.com\/?p=2809"},"modified":"2024-03-06T20:10:33","modified_gmt":"2024-03-06T20:10:33","slug":"unreal-engine-4-architectural-rendering-wip-1","status":"publish","type":"post","link":"https:\/\/terrymatthes.com\/2024\/2014\/06\/16\/unreal-engine-4-architectural-rendering-wip-1\/","title":{"rendered":"Unreal Engine 4 Architectural&#8230;"},"content":{"rendered":"<p>I took a look at the <a title=\"Epic Games UE4 Realistic Rendering\" href=\"https:\/\/www.unrealengine.com\/blog\/new-release-realistic-rendering-showcase\">realistic rendering demo<\/a> that Epic Games posted. It has fairly nice soft shadowing and pays close attention to how your eyes behave in light. I think the gap between pre-rendered and real time visuals is staring to get close enough that you could definitely use the Unreal 4 Engine for pre-visualizations and not have to visually take a gigantic hit. In fact you can probably produce more work at a faster pace using UE4. I&#8217;m building a small scene to create as realistic a render as I can using the new engine. No holds bared and no excuses. There&#8217;s going to be soft shadows, GI, ray traced light going through and off reflective and refractive surfaces plus caustic reflections! That is &#8220;literally all the things&#8221; when it comes to setting up great looking render. I&#8217;m going to be following the &#8220;PBR&#8221; rendering workflow so if you&#8217;ve never taken that challenge up this should be a good intro. There&#8217;s also a new PBR rendering contest <a title=\"PBR Rendering Contest\" href=\"http:\/\/www.polycount.com\/2014\/06\/14\/petrolblood\/\">going on now at Polycount<\/a>. Here&#8217;s another great link to a <a title=\"PRB in Games\" href=\"http:\/\/www.polycount.com\/forum\/showthread.php?t=124683\">Poly count forum thread<\/a> that deals with PBR in games.<\/p>\n<p>The shot you see here is a preliminary layout done in Maya with nearly all the rough models finished. The wall\/ceiling moldings still have to be made. The next step is to take them into ZBrush. There I&#8217;m going to sculpt some more detail into some of the pieces and then use the retopology tools to lower the polygon count of each piece.<br \/>\n<a  href=\"http:\/\/www.terrymatthes.com\/wp-content\/uploads\/2014\/06\/restaurant.jpg\" data-rel=\"lightbox-gallery-0\" data-rl_title=\"\" data-rl_caption=\"\" data-imagelightbox=\"0\" title=\"\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-large wp-image-2810\" src=\"https:\/\/terrymatthes.com\/2024\/wp-content\/uploads\/2014\/06\/restaurant.jpg\" alt=\"UE4 Architectural WIP 1\" width=\"500\" height=\"281\" srcset=\"https:\/\/terrymatthes.com\/2024\/wp-content\/uploads\/2014\/06\/restaurant.jpg 1280w, https:\/\/terrymatthes.com\/2024\/wp-content\/uploads\/2014\/06\/restaurant-300x169.jpg 300w, https:\/\/terrymatthes.com\/2024\/wp-content\/uploads\/2014\/06\/restaurant-1024x576.jpg 1024w, https:\/\/terrymatthes.com\/2024\/wp-content\/uploads\/2014\/06\/restaurant-768x432.jpg 768w\" sizes=\"auto, (max-width: 500px) 100vw, 500px\" \/><\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>I took a look at the realistic rendering demo that Epic Games posted. It has fairly nice soft shadowing and pays close attention to how your eyes behave in light. I think the gap between pre-rendered and real time visuals is staring to get close enough that you could definitely use the Unreal 4 Engine [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":2810,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"_et_pb_use_builder":"","_et_pb_old_content":"","_et_gb_content_width":"","om_disable_all_campaigns":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":""},"categories":[341,343,10],"tags":[22,183,189,222,226,230,296,300,311],"class_list":["post-2809","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-blog","category-game","category-unreal-2","tag-architectural","tag-maya","tag-modeling","tag-real-time","tag-render","tag-restaurant","tag-ue4","tag-unreal","tag-visualization"],"acf":[],"jetpack_sharing_enabled":true,"jetpack_featured_media_url":"https:\/\/terrymatthes.com\/2024\/wp-content\/uploads\/2014\/06\/restaurant.jpg","_links":{"self":[{"href":"https:\/\/terrymatthes.com\/2024\/wp-json\/wp\/v2\/posts\/2809","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/terrymatthes.com\/2024\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/terrymatthes.com\/2024\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/terrymatthes.com\/2024\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/terrymatthes.com\/2024\/wp-json\/wp\/v2\/comments?post=2809"}],"version-history":[{"count":2,"href":"https:\/\/terrymatthes.com\/2024\/wp-json\/wp\/v2\/posts\/2809\/revisions"}],"predecessor-version":[{"id":4369,"href":"https:\/\/terrymatthes.com\/2024\/wp-json\/wp\/v2\/posts\/2809\/revisions\/4369"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/terrymatthes.com\/2024\/wp-json\/wp\/v2\/media\/2810"}],"wp:attachment":[{"href":"https:\/\/terrymatthes.com\/2024\/wp-json\/wp\/v2\/media?parent=2809"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/terrymatthes.com\/2024\/wp-json\/wp\/v2\/categories?post=2809"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/terrymatthes.com\/2024\/wp-json\/wp\/v2\/tags?post=2809"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}