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Found 13 results

  1. (since it's still in beta) are you struggling with the official GPU Lightmass in Unreal Engine 4.26? In this video, I will show you how to download and use luoshuang's GPU Lightmass ? If you don't know, GPU Lightmass is the best option to achieve high-quality baked lights in your architectural projects ... it's a must for archviz! Feedback is super welcome! ❤ https://youtu.be/ft1a21L4dAI
  2. Hello everyone, im Andy, Vietnamese 3D Artist This is my Apps build for Android support making Presentation or Sales purpose Feel free to let me know your opinion! Youtube: https://www.youtube.com/watch?v=6dKpD-Z7fr0&list=PLzYXkmD2W69uvkbIUZ09rYF7jUValSAu4&index=12 CH Play Download: https://play.google.com/store/apps/details?id=com.YourCompany.DuAnMau_4_Mobile Hope u will like it
  3. I recently finished an interactive realtime personal project of mine based on a real life apartment that leverages UE4 , i would really appreciate your opinion to further improve my skills here is the link :
  4. Hey i've recently created an arcvhiz project using UE4 game engine and i finally finished the video, i would love if you could give me feedback in what things i should improve or any general tips
  5. This is an arcvhiz project that i recently made in UE4, let me know what you guys think:
  6. Hello, I am Siddharth, doing VR Archviz projects. I am doing an archviz project and here i am facing one issue. IN UE 4, Player locomotion movement gets disables when I interact with any colider. e.g. when i am moving (locomotion) using quest controller and hits with some collider, the movement gets disabled and player cannot move. Can anyone please let me know what could be the reason behind this?
  7. 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 http://polycount.com/discussion/181436/ue4-frazao-archviz-new-5k-screens-360-screens-from-last-beta-build/p1 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
  8. Studio/Institution: MonkeyRED Genre: Commercial Interior Software: UE4,3dsmax, Website: http://www.monkeyred.cc Description: Hi all, It seems the the old thread is not functioning, don't know why it empty. so, here's the another try on this post. [video=youtube;bjy94B-8s6o]
  9. Hi everyone, This is my first attempt on UE4 with archviz, I came from 3dsMax and I used to work with Vray so I wanted to know the possibilities with this very good engine ! Don't hesitate to comment and keep in mind that UE4 is totally new to me Here is the link : Thanks (from France)
  10. Hi everybody, here is our first interior test with Unreal...it was done to showcase a potential client the possibilities of using ue4 for archviz and all the possible interactions (that's why we have dynamic oranges falling and an animated skeleton for the luxo light eh eh). Following some screens and videos....ah right... the scene was also converted for ipad and iphone as you can see. Thanks. To see more screens make sure to visit our portfolio page at www.maardigital.com
  11. Hi CGArchitects, I'm new to this whole community and art form. I've hit a major road block for the last couple weeks and was hoping for some help or clarification. I apologize if this has been asked before, I've been searching around for days, maybe I'm phrasing it wrong in my queries. I've created a simple room in 3DS max, walls, and two floor types. I've unwrapped the UVWs, and made sure they fit inside the 0 - 1 box. Now when I put it into the UE4 and apply the texture to all the surfaces they're all a different size. I under stand WHY this is happening, the material has to spread out over more space, but I don't know how to fix it. The only solution I can think of is to render a UVW template, make an image with the tiles in proportion and then use that image.It seems really counter-intuitive and I can't help but feel there has to be an easier way. Again, I apologize if this is a common question. I've watched dozens of tutorials for UVW unwrapping but I just seem to be missing something. Thanks for the help CGArchitects.
  12. Hi, folks, maybe you will find this interesting: Unreal Engine 4 for ArchViz tutorial http://www.evermotion.org/tutorials/show/9154/unreal-engine-4-for-archviz-tutorial
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