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Carshow - DarkRoom 4K UE4 Ray trace Piece

UE4 CarShow - Raytracing Test

Work In Progress Shot

Work In Progress Shot

Final Shot

Final Shot

Work In Progress Shot

Work In Progress Shot

Final Shot

Final Shot

Work In Progress Shot

Work In Progress Shot

Final Shot

Final Shot

Final Shot

Final Shot

Final Shot

Final Shot

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Final Shot

Final Shot

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Carshow - DarkRoom 4K UE4 Ray trace Piece

The goal of this beauty was to get more experience using ray tracing in real-time engines. Have allot of experience in VRay, but had to explore it here. Its FAST! That's probably one of things that's most surprising. Reflections on the vehicle were a pain in the ass, although once we figured out that it was a combination of mesh resolution and this option: ENABLE HIGH PRECISION TANGENT BASIS - then troubleshooting became allot easier. :P
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For Ray tracing we found that the higher the mesh the better, the normal maps reacted weird, which only means we need to put in more time into them ;). Outside of that, great job team! On to the next.
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The vehicle was purchased from Turbo-squid, but had to be uprezzed. Allot of modeling went into it. At first I thought the res was enough but it was clearly not once we started working on it.
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Supervisor/Creative Director/Editor/FX: Felix Jorge
Lighting/Materials: Giovanni Shull
Vehicle Modeling/Texturing: Tripp Topping
Consulting: Safari Sosebee

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