Summer Portfolio Work (WIP)


I have way too much to do during the summer for it to be a relaxing break from this succesful year at univeristy. But every once in a while I have some small fragments of free time to work on my own projects and this is one of them; Old Bar (working title) 

Main view (ignore the empty walls in the background)

Main view (ignore the empty walls in the background)

The work I did for Clouds Below consisted of more open areas, so I wanted to create something smaller and more intimate and what is more intimate than a dark, smelly and smokey bar!

With every project I aim to learn something new and also hone on my previous knowledge. So for this I wanted to explore the render settings of UE4. I am mainly looking at Koola’s work. Even though his work focuses on Archviz I wanted to see how he accomplishes his results and what he did with his BaseLightMass.ini and to see if there was something that I could apply to my workflow. Want to know something I learned? Archviz rendering will destroy your OK to Good PC. It’s not pretty.

I am also looking at LUT table packs for color correction in the Post Process Volumes. Previously I have been modifying colors, exposure, etc. by adjusting the sliders and values within UE4, but this time I did it all in Photoshop instead. 

I took a screenshot of my WIP scene and threw it into Photoshop with UE4’s standard TUL. I then changed the exposure, color balance and a few other adjustments to achieve this result. Lastly, I saved the new TUL and applied it to my PP Volume and voila!  

Here is the result. The upper left slize is my color corrected version while the bottom right is the standard. 

Here is the result. The upper left slize is my color corrected version while the bottom right is the standard. 

IES has also been tinkered with. I LOVE doing the lighting, but UE4’s standard lights can be easily recognizable so I started to look at IES textures and light functions to give my lights a more interesting look. At first I looked at different manufacturers websites to find their real life IES for their lights. But those websites were a nightmare to navigate, so I searched around the market place and found PBR Lights IES Profiles which gave me a tonne of different textures to play around with! 

Other than this I’m still working on Centration and my other job so these updates will be scarce during the summer, which is something that is bothering me. With so much to do, I cannot put enough love into this project that I would’ve wanted to. A lot of meshes ends up being just “OK”. But that is a good test to see what I can design with a limited time and see if I can get the feeling and atmoshphere across with simple objects.   Anyways, here are some screenshot! 


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