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:

 

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

 

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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.

 

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

 

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Unreal Engine 4 screenshot

 

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Unreal Engine 4 screenshot

 

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Unreal Engine 4 screenshot

 

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Unreal Engine 4 screenshot

 

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Unreal Engine 4 screenshot

 

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Unreal Engine 4 screenshot

 

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

 

 

 

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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.

 

 

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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.

 

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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).

 

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3d model of building - very simple mesh.

 

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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.

 

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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.

 

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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).

 

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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.

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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.

 

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Floor is made of repetitive segments.

 

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

 

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

 

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The isometric view of the room.

 

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

 

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

 

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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.

 

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Warm light sources - just simple point lights placed 

 

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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 interior unreal ue4 ue4
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thhm07:38:09  |  11-02-2017
Awesome work! Somebody make a game with this much quality please!
djolezloba16:21:18  |  22-02-2017
You are missing letter "L" in Relationship :)

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