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Quick look at the 1st class reception room, ready for V1.5.Recent update of this room repaced the 2D ceilings with high detail 3D ones. Additonally, the light fixtures have also been replaecd with high poly versions, and the materials have been reworked from scratch.

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Half-Dude

Finally! That seam where the 3D ceiling meets the wall looks normal now. <3 Amazing guys. So these are literally 3D model ceilings now? It's not a trick like parallax mapping or something?

Derek Verveer

I can assure you this is real, no tricks involved 😄

Dennis

Looking forward to version 1.5! This projet is awesome. Are you guys planning an update to unreal engine 5?

Martin B.

speaking of the coal bunkers, will it be possible to climb up the fidley trunk ladders all the way up and out at boat deck level in V1.5?

Martin B.

Titanic finally got its magic touch with V1.5 :)

Martin B.

those colourfull glas windows, thats beauty in the detail.

Race

Looks great but I thought these spaces were done and you were just finishing up in the lower part of the ship now?

Derek Verveer

Check the progress map I posted on Dec31. Many of the yellow areas needed final tweaking and post processing. Once I reached that step in this room and saw the final result I decided it needed more work, so we put in the high poly ceilings and lights. As of today the only room that needs light building is the coal bunkers. Everything else is complete. (not to say that some spaces won't need rebuilding as necessary to correct issues found in QA testing and after post processing).

Race

Thank you for the clarification, I’m not dumping on you or your efforts please understand. I’m just so anxious to get 1.5 and get to see and enjoy the work you’ve poured into it I worry about feature creep or delays. Please keep the work going I’m very anxious to see it soon!

Alexandru Carjan

What does reworked materials mean? Is it the textures?

Race

I think in addition to lighting he is adjusting the texturing too, in 1.4 the walls have this smudgy look that appears grainy when you zoom into it it’s most noticeable on white surfaces. I think all that will be sharpened, it’s going to look amazing.

Derek Verveer

It's sort of like textures. Materials are the way the engine understands what a surface is, in order to get it to reflect, light, and behave as it should. Generally this is defined by a few textures (albedo, roughness, normal) which correspond to real life measured values, but it gets much more complicated for glass materials where I have to create a very complicated material to get it to look nice.

Derek Verveer

@race, that is mostly a lighting artifact. It's been very significantly improved in V1.5 to the point where it shouldn't be noticable for most people, but it is not totally gone. Unreal has lightmap compression which causes some of these artifacts.

Steve

Looks SO much better and the lighting through the stained glass is so much better than v1.4! In reality would you have seen the portholes through the strained glass, isnt that what the stained glass is for, to create the illusion of a window? There's still quite a bit of ghosting in the textures and there seems a lack of shadows from the windows, especially noticeable from the large plants. Is ambient occlusion turned on? I would have thought these changes would be for 401 but pleased to see them incorporated in V1.5

Krzysiek Wiśniewski

Regards from Poland for all THG Team. Thanks for patreon gift :)