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Thread: Guy Beeson

  1. #13
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    I would like to apologize that I have been missing for some time. I recently recovered from a sinus infection and would like to post some updates on my progress before the end of the week. please be patient, thank you.

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  3. #14
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    Ok, so I wish I was further along with my progress but I need to share something with you all regardless.
    These images are still in blender, however, I have begun work on the landscape to which I am not quite comfortable showing yet.
    I am also having a very tough time with lightmaps. I hope to have my entire complex in engine this week.

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  4. #15
    Member dawerner's Avatar
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    Quote Originally Posted by GuyBeeson View Post
    Ok, so I wish I was further along with my progress but I need to share something with you all regardless.
    That's the story with my entry as well.

    What's the trouble with your lightmaps? Are you getting errors, are you having a rough time with uv mapping?

  5. #16
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    [QUOTE=GuyBeeson;28362]Ok, so I wish I was further along with my progress but I need to share something with you all regardless.
    These images are still in blender, however, I have begun work on the landscape to which I am not quite comfortable showing yet.
    I am also having a very tough time with lightmaps. I hope to have my entire complex in engine this week.

    Hey Guy, Really like the progress you've shown so far, your concept really feels like a real place even without baked lighting My advice for having a good time with lightmass is to make sure your uv's are really good (no stretching or squashing, create seams on all the hard edges, and have plenty of space between each uv island) and then don't let Unreal generate lightmaps on import and when you start baking your lighting, start with really low lightmap resolutions - like 64-128 or so just so you can iterate quickly then only increase the parts that actually need it.

    One last thing, We found that instancing pillars, railings, props etc was much more efficient in Unreal as apposed to scattering all that detail in our 3D app then bringing in loads more geometry into unreal.

    I'm sure you've seen this, but just in case... Koola has some great tips and tricks on his thread here: https://forums.unrealengine.com/show...-Koola-s-stuff

    Hope you have better luck with your baking

    cheers!

  6. #17
    Administrator bakbek's Avatar
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    Great tips here looking forward seeing this inside unreal!


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  7. #18
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    I'm sure there are other tricks, maybe better ways of doing it.
    That's just been the workflow we've been using... But we're also just learning as we go so I guess it just takes some experimentation

  8. #19
    Member psyb0rg's Avatar
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    yeah, the architecture is looking really nice here. as mentioned above, seems like a real place.

  9. #20
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    Quick update while I am on my break at work.
    This is the final logo and name for my wine label.
    Try to understand where I got the name.
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    I should mention that it spells Epirrevo
    Last edited by GuyBeeson; 08-21-2015 at 10:44 PM.

  10. #21
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    looking good man! hopefully not too Epirrevo

  11. #22
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    Just to let everyone know, I am still working hard on my project. had many a difficult time and ultimately decided against lightmaps and lightmass.
    I am using light propagation and although it is not as precise as I want it to be, at least it does the job. I hope to submit something by the deadline.
    Ronen, please provide me with the submission link.

    I will post my current progress this evening when I get home.

  12. #23
    Administrator bakbek's Avatar
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    Here it is. http://ronenbkr.mn/thevineyardsubmit


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  13. #24
    Administrator bakbek's Avatar
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    Plenty of time left until the clock hits midnight at midway


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