Quiet Reflections | UE4

A personal project based on Hurst House by John Pardey Architects + Ström Architects. The aim of this project was to create a complete experience of a large home powered entirely by Unreal Engine 4. This scene offers compelling animation, interactive tour and full virtual reality support with HTC Vive, all running in real-time.

Interactive Tour Video :

The interactive tour in real-time…

Set in an expansive habitat; the user can switch between winter and spring seasons, explore the surrounding landscape and customise the design. The layout of the house has been adapted to suit the nature and views, this includes a home spa overlooking the misty lake. In addition to the animation and walkthrough, exploring this scene with HTC Vive offers the user a unique immersion and forms a powerful, personal connection with their dream home.

I believe real-time rendering and virtual reality are a key player in the future of architectural visualization (despite the Unreal Engine throwing every possible technical issue and bug my way during the project). I look forward to taking what I have learned here to improve rendering quality and workflow efficiency on my next scene.

Software Used: Maya, Substance Painter, Unreal Engine 4.

MUETHER PAVILLON – Winter mood ok

ARTISTIC SIDE:
IMAGE PLANNING: I’ve planned my shot keeping in my mind this points that rule our perception.
Dark foreground-the tree drives you in the focus-the pavillon is in the third-red nose of snowballman that caputure your attention and drive you into the building-the cross stops your clockwise occidental reading of image- mountains close the picture.
TECHNICAL SIDE:
The creation of winter mood has been diveded in two step: MODELING & SHADING.
For creating a belivable snow that melts on steps and cross and of course the snowman, I chose Maya with SCULPITNG TOOL, starting with box, smoothing with a high level and scuplting on mesh.
SHADING:
The shading process is focused on snow and concrete.
For snow I use a TOP/BOTTOM MATERIAL in which i plug two Vray material, one with diffuse black & the other with diffuse total white, I played with BLEND & POSITION value. For the cross I use a VRAY BLEND MATERIAL in which i plug a black Vray material in base and a Vraymaterial with scratch map in opacity slot, the Vraymaterial is very reflective and it enters in Coat 1.The house material is a VRAY BLEND MATERIAL MATERIAL in which i plug a white Vray material in base and in Coat1 a Vraymaterial with a Grunge map in Diffuse, the Vray blend Material has a Gradient map in the Blend 1 value .The concrete material is a VRAY BLEND MATERIAL MATERIAL in which i plug in the base a VrayMaterial with concrete map in diffuse and in Coat 1 & Coat2 another VrayMaterial with the same concrete map in the diffuse slot but with a color correction on it.
In the Blend1 i hooked a Vraydirt map with a grunge map, the Vtay dirt has a radius of 0,6
In the Blend2 i linked a Vraydirt map with a grunge map, the Vtay dirt has a radius of 10
Both of grunge map is under a color correction.
LIGHTING:
Snowy atmosfhere is supported by a soft light, I create this kind of G.I. usig a VRAY DOME with no map only white.
The snow comes from PARTICLE SISTEM_SNOW with a flake size of four and then I played with time slider to obtain the perfect frame.
ENVIRONMENT:
I create the mountain with a simple plane and then I shaped the faces
I added a VRAY ENVIRONMENT FOG for creating atmosphere with scatter gi flagged and fog height of 1000.
In the PHISICAL CAMERA I enable motion blur for the flakes and put the shutter to 1/500 sec.
I used PROGRESSIVE MODE with noise threshold of 0,03 .