Let me ask you something: I'm going to setup a scene that will be used as a tech demo for my Architectural Visualization project....the main problem is that with UDK is really hard to get "clean" rendering quality, it just works perfectly for "dirty" stuff, so I was wondering if there are some specific settings for nice and clean results...
@Nick3d Well, thats a little Problem with this Engine. It generally looks some sort of "pixelated" and grungy, no matter what you do with your materials. I never tried something like that, it may be possible but I really dont know who to. But one Solution could be just to draw finer lightmaps everywhere.
I think it's caused by "not" being able to bypass Unreal's compression.. (if you choose defer compression yer materials render nice and crisp but there is no way to completely bypass during final render of scene)
Which would not be so bad (no level of compression isn't reasonable in a level. er, but then again for portfolio turntables and such w/ lite overhead I don't see the harm)
A feather in the cap of the marmoset engine. Compression Quality should somehow be possible?
@Nick3d I think the perfect example would be Mirror's Edge!! Check out some videos/screenshots from this fine game that uses the unreal engine for very clean and basic architecture!
@eichhoernchen12 Maybe with the simplest version of this technique with limited light sources per frame . Todays hardware for my little scene dont have performance that i need to do this stuff with full realtime shadowing and lighting :] . Im not talking about lo-res modulated softshadows . I'm talking about real shadowmaps with many lightsources :] .
Yeah, it's really the complexity of the scene, but it's also the rendering technique (deffered shading etc) and the engine. Some Engines are more powerful at light rendering, some are less ;D
lol when i hearst hat steam sound, i instantly started thinking like *hmm... i think mah steamz0rz iz bugging bec00z no one rly sended me anieh mailz0rz or 'nything, rofl* .... erm.... yeah
how you do this?
yellowflash345 1 year ago
That steam chat noise made me check my steam
WeEatBrainz 1 year ago
Your lighting needs to be rebuilt, haha
Cheese71 1 year ago
Lol at 0:13 seconds.
*steam msg noise*
"wth? Steams open? *looks for steam* it's not open... OH SHIT VIRUS!!! *replays video* ohhhh it's the video. *facepalm*."
ThatOGDon 1 year ago
Awesome
Mattcamel51 1 year ago
i thought some one sent me a steam msg
31000676 1 year ago
How on earth did you do this? It looks incredible, not just the light projection effect, but how everything is casting a dynamic shadow.
Cmon its in the HOW TO section, so wheres the how-to?
ncshuriken 1 year ago
Really nice!
Let me ask you something: I'm going to setup a scene that will be used as a tech demo for my Architectural Visualization project....the main problem is that with UDK is really hard to get "clean" rendering quality, it just works perfectly for "dirty" stuff, so I was wondering if there are some specific settings for nice and clean results...
Nick3d 1 year ago
@Nick3d Well, thats a little Problem with this Engine. It generally looks some sort of "pixelated" and grungy, no matter what you do with your materials. I never tried something like that, it may be possible but I really dont know who to. But one Solution could be just to draw finer lightmaps everywhere.
eichhoernchen12 1 year ago
@eichhoernchen12
I think it's caused by "not" being able to bypass Unreal's compression.. (if you choose defer compression yer materials render nice and crisp but there is no way to completely bypass during final render of scene)
Which would not be so bad (no level of compression isn't reasonable in a level. er, but then again for portfolio turntables and such w/ lite overhead I don't see the harm)
A feather in the cap of the marmoset engine. Compression Quality should somehow be possible?
theUglyManowar 3 months ago
@Nick3d I think the perfect example would be Mirror's Edge!! Check out some videos/screenshots from this fine game that uses the unreal engine for very clean and basic architecture!
kyonmanaka 1 year ago
WOW! i've tried to do this so many times... How You did this?!?!
AliShuktu 1 year ago
This has been flagged as spam show
is it possible to create different weapons,
and i only play 3rd person view.
is there a way to lock it in place in a 3rd person view.
thx
metubegirl69er 1 year ago
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metubegirl69er 1 year ago
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metubegirl69er 1 year ago
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metubegirl69er 1 year ago
I know this has nothing to do with the video, but how do I make a decal dynamic? (noob)
MagnusRulerHardt 1 year ago
nice video ..are you using lightmass?
digimikeh 1 year ago
but realy this looks great (mach do ch mal en tutorial dafür würde mich freun :))
lopidum 2 years ago
more than ever our after our work is never over
jackmanlol 2 years ago
What exactly are the actors and settings you used to enable the dynamic soft shadows? I've been trying to get them working and haven't been able to.
JoshuaG19 2 years ago
at 0:13 i thought it was my steam ^^
lopidum 2 years ago 15
same here! I thought I was going crazy for a minute
xxkpxx 2 years ago
@lopidum me too, but surprised since the steam sounds have changed
kyonmanaka 1 year ago
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ThatOGDon 1 year ago
MOREE POWWEERRR INDEAD!!! maaaan i wish i could download this faster! Damn yuo 512kb d/l speed !!! ¬¬
( live in the country side ) =[
KyleSimonEaster 2 years ago
0:17 how did you do that
randomboostsuperguy 2 years ago
press the tab key then type "behindview"
tyrone70 2 years ago
or "freecamera"
randomboostsuperguy 2 years ago
Dynamic shadows (called shadowmaps) are cool but they're eating to much gpu resources .
hydzior 2 years ago
Well, not really. They were implemented in Games years ago and they never had a real performance problem.
eichhoernchen12 2 years ago
@eichhoernchen12 Maybe with the simplest version of this technique with limited light sources per frame . Todays hardware for my little scene dont have performance that i need to do this stuff with full realtime shadowing and lighting :] . Im not talking about lo-res modulated softshadows . I'm talking about real shadowmaps with many lightsources :] .
hydzior 2 years ago
Yeah, it's really the complexity of the scene, but it's also the rendering technique (deffered shading etc) and the engine. Some Engines are more powerful at light rendering, some are less ;D
eichhoernchen12 2 years ago
hey i understand how to make custom maps but i dont get how to make a game from start to finish with this package, anyone know any info???
SkepsisDub 2 years ago
lol when i hearst hat steam sound, i instantly started thinking like *hmm... i think mah steamz0rz iz bugging bec00z no one rly sended me anieh mailz0rz or 'nything, rofl* .... erm.... yeah
santiainen 2 years ago 4
Is that a animated texture with a moving light? Can you give some more information..
RossoARG 2 years ago
It's a simple moving Pointlight with dynamic soft shadows and a light function
eichhoernchen12 2 years ago
wow... sometimes i think they gave us too much power.
daedemon444444444444 2 years ago
I think no :p
MOOORE POWWEEER!!!!
eichhoernchen12 2 years ago
how do you make it 3rd person??
darkblade122 2 years ago
tab, then type "behindview" -> enter
Have fun
eichhoernchen12 2 years ago
press f
JFLRage 2 years ago
You might want to build lighting first before posting.
nightclucker 2 years ago
Pretty good
TwinTuRboInHD 2 years ago