Search
Cart
Sign in
  • offerCustomer zone
  • offerYour orders
  • offerEdit account

  • offerAdd project
  • offerLiked projects
  • offerView your artist profile

  • Dark mode

We care about your privacy

We use cookies to provide you with the best possible experience. They also allow us to analyze user behavior in order to constantly improve the website for you. The consent is voluntary. You can withdraw it at any time or renew it in Cookie settings on the home page. Withdrawal of your consent does not affect the lawfulness of processing performed before the withdrawal. Privacy Protection Policy
Accept all
Accept selection
Reject all

Unreal 4 Arch-Viz Interior - Tip of the Week

Michał Franczak 2017-01-27 13:56 tutorial  > Unreal Engine  > compositing

Unreal Engine 4 architecture visualization scene from Evermotion - behind the scenes.

We present scene 1 from upcoming collection of scenes for Unreal Engine 4. Our new Archinteriors collection vol. 3 will include four complete scenes for Unreal Engine 4. Collection is available for pre-order now! Here we share some tips that reveal how we make this Unreal Engine 4 scene.

 

First, video trailer from an entire collection:

 

Click on image to enlargeAI_UE4_vol3_scene_01_02_evermotion_184.jpg

Unreal Engine 4 screenshot. With Unreal Engine 4 arch-viz artists get a powerful realtime gaphics environment for presenting their visualizations.

 

Click on image to enlargeAI_UE4_vol3_scene_01_03_evermotion_185.jpg

Unreal Engine 4 screenshot. Unreal Engine 4 gives a few options, when it comes to lighting. Lights can be static - their effects are baked into textures or they can be dynamic, but this requires more computing power. In this scene we used static lighting. It requires that all objects are properly unwrapped and have unique (non-overlapping) UVs. It also takes some time to bake the whole scene. Baking the light of this particular scene took about 10 hours using 100 cores from several machines. It's max settings of course - you can achieve similar, only a bit worse results using even minimum settings.

 

Click on image to enlargeAI_UE4_vol3_scene_01_04_evermotion_186.jpg

Unreal Engine 4 screenshot. There are hundreds assets in our scene - from furniture and props to electronics.

 

Click on image to enlargeAI_UE4_vol3_scene_01_05_evermotion_187.jpg

Unreal Engine 4 screenshot

 

Click on image to enlargeAI_UE4_vol3_scene_01_01_evermotion_183.jpg

Unreal Engine 4 screenshot

 

Click on image to enlargeAI_UE4_vol3_scene_01_07_evermotion_188.jpg

Unreal Engine 4 screenshot

 

Click on image to enlargeAI_UE4_vol3_scene_01_12_evermotion_189.jpg

Unreal Engine 4 screenshot

 

Click on image to enlargeAI_UE4_vol3_scene_01_13_evermotion_190.jpg

Unreal Engine 4 screenshot

 

Click on image to enlargeAI_UE4_vol3_scene_01_17_evermotion_191.jpg

Unreal Engine 4 screenshot

 

Click on image to enlargeAI_UE4_vol3_scene_01_20_evermotion_182.jpg

Unreal Engine 4 screenshot - top view. This is the whole interior consisting of three rooms.

 

 

 

Click on image to enlargeAI3UE4_Layer_1_evermotion_.jpg

And that's how it looks from the outside. We placed two additional buildings in this scene so we can have some nice view behind the windows.

 

 

Click on image to enlargeAI3UE4_Layer_2_evermotion_.jpg

We placed Lightmass Portals in window openings. Portals were introduced in Unreal Engine 4.11. They improve quality of lighting. Portals tell Lightmass where to look for incoming lighting; they don't actually emit light themselves. Portals are best used covering small openings that are important to the final lighting. This yields higher quality light and shadows, as Lightmass can focus rays toward the incoming light.

 

  • AI3UE4_Layer_3_evermotion_.jpg
  • AI3UE4_Layer_4_evermotion_.jpg
Window mesh. The most of the assets were modeled and unwrapped in 3ds Max and then imported into Unreal Engine 4 (4.14 to be exact).

 

Click on image to enlargeAI3UE4_Layer_5_evermotion_.jpg

3d model of building - very simple mesh.

 

Click on image to enlargeAI3UE4_Layer_6_evermotion_.jpg

We made an animation in our scene - that required placing several cameras on rails and animating them with keyframes - it's easy and straightforward process with new Sequencer Editor. You can create all cameras inside Unreal Engine or import your own cameras (as FBX) from your 3d software.

 

Click on image to enlargeAI3UE4_Layer_8_evermotion_.jpg

This wall is just a simple thin cube with a texture. Unreal Engine 4 bases on PBR materials. In this case we used normal texture to achieve bumpiness of the surface. In Archinteriors for Unreal Engine 4 vol. 3 we are using mostly material instances - they update in realtime in editor after changing a parameter (no need to click "Apply" or "Save material"). Instances are the easiest and fastest way to apply many materials to scene objects.

 

Click on image to enlargeAI3UE4_Layer_9_evermotion_.jpg

As you can see, we no longer see cameras in the viewport, because we switched to Game Mode (press "G" in the viewport to toggle).

 

Click on image to enlargeAI3UE4_Layer_10_evermotion_.jpg

Wall material instance. we can control tiling or UV offset from here. We also can change all textures used in the material and dozens of other parameters exposed from base material. Allm changes are visible immediately on material preview and all objects that have this material assigned.

Click on image to enlargeAI3UE4_Layer_11_evermotion_.jpg

Wall material - bump and normal texture slots on the left. We can alter bump amount and mapping of normal map without leaving this simple Material Instance Editor.

 

Click on image to enlargeAI3UE4_Layer_12_evermotion_.jpg

Floor is made of repetitive segments.

 

Click on image to enlargeAI3UE4_Layer_13_evermotion_.jpg

Floor material instance - it's based on the same base material as wall material.

 

Click on image to enlargeAI3UE4_Layer_14_evermotion_.jpg

The building consists of external mesh that acts as outside walls, separate planes for ceilings and internal mesh for room interior.

 

Click on image to enlargeAI3UE4_Layer_15_evermotion_.jpg

The isometric view of the room.

 

Click on image to enlargeAI3UE4_Layer_16_evermotion_.jpg

We used reflection capture sphere for reflections of the standing mirror. 

 

Click on image to enlargeAI3UE4_Layer_17_evermotion_.jpg

Since Unreal Engine 4.12 Epic developers introuced "Reflection Capture Resolution" field in Project Preferences. we cranked it up to 1024 in this case.

 

Click on image to enlargeAI3UE4_Layer_18_evermotion_.jpg

The Sequencer Editor with simple setup - each sequence has its own window. Minimal setup for the sequence is to include "Cut track" and the camera. In this case we have also a rail rig that is used for directing the camera movement. You can export png sequence or movie file.

 

Click on image to enlargeAI3UE4_Layer_20_evermotion_.jpg

Warm light sources - just simple point lights placed 

 

Click on image to enlargeAI_UE4_vol3_scene_01_01_evermotion_183.jpg

Archinteriors for Unreal Engine 4 vol. 3 will be available for pre-order on 31st of January, 2017 in Evermotion Shop. The collection contains four Unreal Engine scenes for architectural visualizations.

Pre-order Archinteriors for Unreal Engine vol. 3 in Evermotion Shop 

Author: Michał Franczak Editor: Michał Franczak
Tags: interior unreal ue4
You may also like...
Epic Games Releases Unreal Engine 4 for all

Epic Games Releases Unreal Engine 4 for all

...and introduces new subscription model.
×

LEAVE A COMMENT

You need to be logged in to leave a comment. Don't have account? Register now.

thhm 07:38:09  |  11-02-2017
Awesome work! Somebody make a game with this much quality please!
djolezloba 16:21:18  |  22-02-2017
You are missing letter "L" in Relationship :)