Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - melviso

Pages: [1] 2 3 ... 27
This is awesome. Thanks for posting about it.

Cinematic film done by the talented Andrew Svanberg Hamilton using UE4;

Gallery / Re: Short film - Road to Buzludzha
« on: 2020-06-24, 23:15:57 »
Excellent work. Great choice of using 2d animation for the character. I have always wondered about using 2d animation for characters for archviz scenes since the medium tends to elicit or evoke more emotion when viewed compared to realistic 3d characters which still brings about uncanny valley. Also because the character isn't 3d, there isn't that tendency to be distracted from viewing  the environment/ scene to inspecting or investigating the 3d character's movements to see if the character is real or not.

Nice artistic direction.

General CG Discussion / Re: Unreal Engine 5 Tech Demo
« on: 2020-05-17, 18:41:18 »
If you are very familiar with ue4, you can produce very photorealistic results using it. With RTX, thats already possible with realtime reflections. UE5 is just a chance for those of us already famliar with it to push photorealism even further. Personally, I see UE5 as the ultimate renderer as those restrictions like lightmap baking, setting up uvs, mesh optimizations, normal maps e.t.c take a back seat and all you need to concentrate on is create. Looking forward to UE5 release.

General CG Discussion / Re: Blender new viewport Eevee
« on: 2020-01-31, 22:11:39 »
A lot of improvements and features added to Blender including:

Scatter plugin for ue4:

Did u combine SSGI with light baking? SSGI is screen space based so u need light baking to calculate light bounce from other objects that are not on screen.

Gallery / Alta Vista House
« on: 2019-12-26, 14:44:10 »
This is my 3d rendition of the refurbishment of Alta Vista House designed by Choza. Espacio de Arquitectura and photograph by Javier Agustín Rojas.
I used only Corona renderer and 3dsmax. This is the raw render straight from 3dsmax with no post production.
The scene is full cgi.
Also Happy New year in advance :- )

[Max] I need help! / Re: Height Based Texture Blending
« on: 2019-11-19, 23:37:37 »
Here is another method using 3dsmax osl shaders:

Thanks to Mads Drøschler :- )

[Max] I need help! / Re: Height Based Texture Blending
« on: 2019-11-19, 16:25:33 »
Thanks a lot Maru. I will try this out. If I do find other ways I will post back here :- )

[Max] I need help! / Re: Height Based Texture Blending
« on: 2019-11-18, 13:48:03 »
Is this now possible with Corona? It would also be cool if decals can be projected on meshes as well. This is very easy in ue4. There are a lot of things ue4 does efficiently that would save time, need for huge texture sizes and render time overall.

Megascan library is now free for unreal engine users. Also Quixel Mixer and bridge would be free:

With Mixer, I think substance painter has a competitor. Also Megascans subscription prices lowered for everyone

Gallery / Re: CGI: An Artistic Medium
« on: 2019-11-04, 02:44:01 »
Nice work. Watched the video. Where u talked about the world we live in is comprised of thousands of variables and nailing those variables is spot on. Lighting is the most important of those because it is what gives our eyes and different surfaces the information our brain processes and interprets. Without it, there is no information, interpretation or knowledge gained about the environemnt. What we get is just pitch black.

It is.

According to Koola, for the ue4 storm test scene-
''- no optimization at all
 - no pre-baked animation
 - 20 trees (70000 poly each, no lod)
 - 100 bushes (6000 poly each, no lod)
 - 35-60fps 1080p on a gtx970 (with epic/high quality)''

Latest work by the legendary Koola using ue4:

Pages: [1] 2 3 ... 27