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  1. #1
    Member RedLamp's Avatar
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    Default TEAM : RedLamp

    Hello!
    we are RedLamp, an architect/designer team based in Lisbon. We have loved the idea of your Challenge, it's a great opportunity to find different ways to showcase architecture.
    It's a new area for us, but we will try to make something interesting and keep you updated! Your feedback is appreciated.
    Thank you!

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  3. #2
    Member RedLamp's Avatar
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    Hi there!

    Just a quick update The past week was all about researching and brainstorming.

    We have been looking for great references and working with UE4, understanding the concepts, materials and also playing with animation and blueprints.
    Our first test was making a player open and close a simple door, we manage to make a key press event and a area switch.
    But if all fails...



    Thanks and have a good weekend
    Last edited by RedLamp; 06-20-2015 at 12:06 PM.

  4. #3
    Member RedLamp's Avatar
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    Hi

    Our apologies for the delay in updating.
    It's been a couple busy weeks but we've managed to get some progress done this week.

    First we decided that to get a better idea of what a winery is, we should go and visit one! And so we did!
    We are relatively close to one. It's new and has a contemporary look (Adega Mãe), which is the look we are going to pursue.
    It was really informative and cool to see how an actual winery works, we took lots of references, photos and notes.
    Also bonus tasting in the end! Highly recommended!



    After that the architect in our team started to drew some conceptual sketches.

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    The location is also decided and the work to put it in Unreal was a bit of a challenge. But it's there and working.

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    Right now we are working on sculpting the terrain and defining the scale of the project area.
    Work on the materials is also under way.

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    This is the combination of textures we want to achieve.

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    There have been some challenges as we are new to Unreal and we are trying to learn it as we go.
    Next week we should start to work on foliage (vines included) and the actual building model.

    Enjoy, and good luck!
    Cheers!

  5. #4
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    Hello everyone

    The past weeks we dealing with landscape/lighting/materials and the problems we faced. Since it's all new to us and our working pc is a bit old (just about 10 years), the unreal forums have been our best friend
    For that reason we have to manage the resources very well, using LOD when possible, downgrade the resolution and general effects.
    Also if anyone has advice on how to get good looking trees with out being too heavy?

    Now for the update.
    We worked with speedtree to create the grape vines. Our process was to make 6 "trunk" from one "tree", this allow us to string together 6 vines and make a seamless row of trees without many repetition.

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    As the sketch showed, our idea for the entrance into the vineyard area was to make it its own little area where you would have a distinctive feel and at the same time serve as a revel for the main Adega area, by occluding the main building and have a "wow" effect.
    The entrance consists of a mixture old and new architectural elements, using the rustic old foundations and complete/update them to a more modern look.

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    Cheers!
    As always thanks for reading
    Feedback is appreciated.

  6. #5
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    Hi there!

    We have been a little busy these days, but we keep on moving! We have decided the final shape of the building itself, how it is going to be organized, the path that the 'visitor/player' should take, where the light will mainly come, the functionality of the spaces, and the overall appearance.

    We made some new concept sketches,

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    And also the ground plans and sections in AutoCAD, together with references of the looks we want to achieve,


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    We keep with the idea of merging an old winery with a new, modern, one. The old winery will keep is rustic style on the outside, while the new volumes will emerge and blend with it, shaping the Entrance Hall, Hotel and Restaurant and Spa.
    The new block will form around a Patio, that will provide a big amount of light, contrasting with the shadows of the building, and will mark the Entrance. The roots of the trees in the patio will be shown in the lower level, in the barrel room, showing the connection in between the trees and the wine.

    Lots of holes, glass and skylights will let you see the spaces of the adega, making visual connections in between the different areas.
    As for the materials, we will keep with the 'feeling' of the textures in our previous post: concrete, corten steel, wood, vegetation, dark metal, glass and white finishings, giving a clean look to the set

    So now is modelling-texturing time, right now we have imported to Maya and begun to give shape to the building.

    Hopefully next post are updates of the construction from Unreal. Any comments of feedback is appreciated
    Good luck to you all!
    Cheers
    Last edited by RedLamp; 08-15-2015 at 06:42 PM. Reason: attachments not showing

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    Looks good so far. The little test area has a really nice feel to it and I like the floor plan in the last post. Good luck! :cheers:

  8. #7
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    Hello everyone!

    Deadline is coming close, so we have been working hard on the project. This last week has been basically modelling (both building and assets) + texturing in Maya and test importing in Unreal.

    Some screenshots, hopefully not so confusing :P

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    We have still a couple of days of finishing things up to final import in Unreal.

    How are you guys planning to import (or have already! :P) the building to unreal? We have tested importing with and without combining meshes, and the project gets much more lighter when combined, even though you don't have the freedom to move stuff later. Any ideas or tips?

    Hopefully we post again later this week with more updates!

    Good luck, and any feedback is appreciated!

  9. #8
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    Like the design so far! Will be nice to see in unreal!

    In terms of importing, we have been bringing all of our main meshes (walls, floors, things that arent likely to need moved) as separate objects with their pivot points set to 0,0,0 in 3dsMax, but actually having the mesh in its final location. So for example, break your building up into the sections i names earlier, and set all their pivots to 0,0,0 but leave the mesh in place...this way you can tweak individual lightmaps etc and speed up your game a little if u are using dynamic lighting. Just means the editor isnt having to load a huge poly object in at once and instead loads multiple smaller ones.

    Its also useful if you run into lighting problems on ur mesh, this way you can isolate the dodgy mesh and fix that instead of having to troubleshoot a huge mesh to find you havent welded 2 verts

    In terms of furniture and props, id import each individually with the mesh set to 0,0,0 in ur modelling application and position them in-game. This way you dont have unnecessary duplicates of your mesh, but instead have nice, neat instances that ue4 can load much faster.

    Hope this is helpful!

    Good luck and keep up the good work!

  10. #9
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    Hi t3h4nhdy! Thanks for the quick reply and the tips, really useful indeed That's what we were thinking it would be the best way to import, but it's nice to double check
    Good luck to you too!

  11. #10
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    Hello there!

    Finally posting from Unreal! (wohoo!). It's going slow, but we are getting somewhere. We still have A LOT to do... work on the lighting, connect the environment, import the other parts of the winery and still a little bit of modelling...

    We attach a screenshot of our entrance, what do you think?

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    We also have some technical problems, maybe you can help us. Our graphic card has 1 gb memory (yay...) and it's Over Budget with all the textures we're using. We thought the memory pool would be 1gb, as the Vram of the graphics, but when we check the Stats, it shows Memory Pool 700 mb. Any idea what's happening?

    We also have checked the WindowEngine.ini file, and it says MemoryPoolPercentage=70%. We have tried to modify it to a higher value, but the Stats still show the same 700 mb value.

    We are kinda lost, because the textures start to look horrible and everything flickers...

    If there's no way to change that value, any tips on optimising the textures without losing quality? We have decreased the quality of the normals and specular maps, leaving the diffuse on a higher value.

    We attach another screenshot for you to understand better.

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    And well, we have name for the winery and our wines :P

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    Any feedback and help would be really appreciated. Thanks in advance, and lots of luck!

  12. #11
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    Porting and staring with UE its always the risky part!

    How big are your lightmap resolutions? I use from 64 up to 2048 for the bigger walls and floors. That usually do the trick. About the textures, remember you can tweak them -just a little- inside UE, you can try to make just 1 single material for similar textures and then create instances of this one instead of using a new one.
    Also yes, making normal,specular, etc maps smaller would help too. Maybe converting png to jpg too?

    I dont know of any other possible solutions at this moment but, good luck!

  13. #12
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    Sorry Redlamp, we replied to you on our page hopefully with some tips!

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