Unity vs UE4 - the Power of Unity! - Koola Corridor scene

PREVIEW ONLY
Hello community!

This is the Koola corridor scene. I have recreated this scene ( chairs excluded ) for test the Unity 5 power.
Everything is in realtime… no baked lights, no baked reflections…

Enjoy!

Coming soon:
Video tutorials on the following topics: Realistic lighting - Realistic materials - Advanced Texturing

We work for you:
We accept commissioned work

Chair model from Evermotion.org ( Archmodels vol. 121).
You can buy it from here: http://www.evermotion.org/modelshop/show_product/archmodels-vol-121/9226/0/0/

Screenshots:






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Can you post the UE4 screenshots as well? I want to see how it stacks up side by side with UE4.

Obviusly the textures are not the same…

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nice

Very nice screenshots, you should make a video with the realtime GI in action.
and Unity’s lack of SSR strikes again, but @kode80 's implementation is filling the gap for now.

Thank you ad yes… I will make a video in these coming days.

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The second set is from UE4? If it is, I think it actually looks a little bit nicer than Unity. The Unity set has better textures, but I think UE4 wins with the AA, reflections, and nice lighting.

The UE4 version looks way nicer. But I actually think that’s the tonemapping and shadow quality settings at fault on the unity side - and possible to do.

They’re not the same scenes though.

yes its, and it indeed does look better, it’s just better post processing and i ‘guess’ the lighting is baked?
but Unity’s lighting in that scene is real-time and you can never achieve the same effect as baked lighting.

Awesome work ! Have a demo video ? Its wonderfull with you share the pipeline to get this image quality !

Tip: You can get free 3D models from the design furniture companies like chairs, sofa and many others furnitures.

Just go to the furniture design companies websites, almost them have free .dxf, catalog to download ! Just download and apply textures.

Example: http://www.kohler.ca/tech/cadsymbol/cadsymbol.jsp

or charkes’s ssr…

Hi community… this was just a test to understand the potential of Unity… I did not want to create the same perfect scene; also because I do not have the same material ( textures included ). For the shadows, the UE4 Engine, use DFAO ( Distance Field Ambient Occlusion ) and it’s baked and not dynamic… so, I don’t want do anything like this. I think that Unity can get to bridge the big gap with EU4 although not completely… ( for now ) and I will try to demonstrate this with my future projects - This is my point of view. Said this, I remind you all " This is just a test"

Good day to all!

Exactly… Is not a problem of the tonemapper settings. In this scene, the colors is a bit saturated, and the materials / materials textures ( Skybox included ) are not the same. So, this goes to influence the light in the scene.

@Bouncelight-Studio great work!!!
Any release date for your tutorials?

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Looks fantastic, can’t wait for those tutorials!

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as soon possible…

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Can’t wait for it :wink:

Was wondering how the tutorials were going, I’m really interested in them, especially the mood you archived that’s simular to the UE4 version.

Recently I made something simular myself just to try out a few things. This is what I created so far with opensource 3d application Blender, Unity Personal, Opensource SSRR from Github, buildin image effects and custom made sunlight script. I’m now trying to create the other room with chairs as well as shown in the UE4 version. All together I want to have about the same length as the UE4 video, almost same shots and the final product will be a video and a runtime version.
I dont’have a lot of sparetime, but when I have I work a little on it. :slight_smile:

The SSRR from github I used, I’m really happy with this opensource version.

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looking great so far :wink:

Did you try out SMAA?
http://forum.unity3d.com/threads/free-subpixel-morphological-antialiasing-smaa.323572/
It’s much better than the standard Unity FXAA.

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