Studio/Institution: Frazão Archviz Client: N/A Genre: Residential Interior Software: Unreal Engine 4 Website: http://https://www.artstation.com/artist/frazao Description:
Hi, my name is Marcos Frazão, i'm 3D artist student and have been doing for roughly one year some studies and working on a real time unreal engine 4 archviz. I have to stop and study some things i don't know, review others, learn some pipeline and progression for best usage of my tools, my time and make things on a efficient way of what i'm doing.
Lets talk a bit more about the project, the appartment have:
lobby elevator on lobby service room with stairs (not playable) two environment living room scullery kitchen a little yard a corridor bathroom home office bedroom another bedroom (not playable)
Number of props per room:
elevator: 8 appartment props (lamp, light switches and etc): 12 window and doors (they are splited): 18 yard: 26 bathroom: 30 scullery: 17 corridor: 3 kitchen: 70 home office: 62 (plus props from computer: 11, props from mermaid sculpt: 12) Lobby: 22 Bedroom: 35 Living room: 37 (plus props from home bar: 23, props from fish tank wall: 19)
This started with over 430 unique assets well distributed on all rooms, but the total number get many revisions due i exclude some assets, create a new ones, or edit an existent.
Some information of props and the project:
As i'm not architect, many real archtects will look at this and probably dislike. Archviz are clean and minimalist on most of times, mine is a mess of props everywhere i did in order to make the appartment the feel someone living there. The appartment also have errors, the living room with 2 enviroments was too big and almost gave me headache, i'm also place some of the doors in a bizarre form, please do not laugh so much when i present this. I'm aiming to do the best i can do now, and i want to extract the best from unreal engine 4, my engine of choice to build this archviz. This going to be a very demanding archviz i guess, i have extensive optimized the meshes, but there are alot of props and there is no lods on meshes (i will try to use the auto lod tool from ue4). Also i'm doing everything as 4K and 2K basis, when i'm going to export the models i will try to make 1k and 512k maps for things with less detail, like a kitchen fork for example.
What are the progress for now?
The Archviz now is in currently beta stage, i'm getting near from what i had in mind about one year ago, but there are plenty of things to do, many stuff for review, alot of feedback to collect. It's getting close to finish the project but at the same time i have an insane amount of things for review and do.
I have modeled or sculpt all the meshes on this archviz?
No, some part is just mesh optimization from high polymesh for game mesh, this takes several time to do and is extreme time consuming as you already know, because even the mesh is already done i have to redo the uvs.
I have created all textures on this archviz?
No, some is substances, some is free tex, some is paid tex, some is paid substances, some i did by myself
There is easter eggs on this archviz?
Sure, a bunch of then! i'm doing this one first of all for learn the proccess, understang the pipeline, improve my portfolio, get better skills with the tools i'm using for do this, so there is no restriction on it.
How is doing archviz on unreal engine for real time visualization?
This have pros and cons, like any other package and mighty sound like cliche to say this, but at the beggining things can be very noisy. But the unreal community is one of most amazing i have met, people are up to help you when you run out of ideas how to achieve something... just take a moment on their answers hub and probably we will get many responses for what we looking for. They also have a full dedicated archviz section on their official forum.
A pratical example is: some shaders like glass with refraction glossines is hard (at least for me) for achieve good results on ue4 than arnold or vray, or this need an advanced look into, using formulas on material settings or a huge node network for get the same results on vray by simple drag n' drop.
Here is my original thread on polycount
I have been post there the full WIP post by post and the results i'm getting through this project. On my last two posts you will find some 5K screenshots and some 360 screenshots of the project on it's actual state. Again, as i said before, there is tons of things for review, but feedback are aways welcome... and i hope you liked.
Let me show some props i have done and it's is basicaly ready for drop on unreal engine 4, i'm uploading some assets to artstation, you can find on my personal portfolio: https://www.artstation.com/artist/frazao