UE4 Cafe
In-game screenshot

In-game screenshot

Detailed Lighting

Detailed Lighting

LOD Coloration (Red is LOD 1)

LOD Coloration (Red is LOD 1)

Textured in Quixel

Textured in Quixel

UE4 Cafe

This is a project I have been working on during my time at LNG Studios.
It is a real-time walk trough of a Cafe. Changeable materials and mesh on the fly for a better visualization of the final appearance.
I have discovered much more technical aspects of the engine with this project. I used LOD to save performance (See last screenshot).
For the exterior, I used a set of buildings with backface cull enabled, and a couple of trees from Evermotion, each having heavy LOD at far distance.
I cannot publish every renders yet, but there will be more soon including a video to show the full tour.
Lighting settings:
Dir.Light + Skylight (With HDRI) - Lightmass Portals on each windows
- Static Lighting Level: 0.1
- Num Indirect Lighting: 100
- Indirect Lighting Quality: 5
- Indirect Lighting Smoothness : 0.8

SSAO+SSR enabled in Post Processing.