Evermotion Pass 10% Off - Get Instant Access to Thousands of 3D Assets

Check Plans

Information Clause

In accordance with the art. 13 section 1 and 2 of the European Parliament and Council Regulation 2016/679 of the 27th April, 2016 on the protection of natural persons, with regard to the processing of personal data and on the free movement of such data, and repealing Directive 95/46/EC (General Data Protection Regulation), hereafter RODO, I hereby inform that:

1. EVERMOTION S.C., 8 Przędzalniana Str., 15-688 Białystok, Poland is the Administrator of your Personal Data (APD)

2. Data Protection Inspector can be reached through e-mail: iod@evermotion.org

3. Your personal data are to be processed on the basis of art. 6 section 1 letter a, b and f of RODO in order to:
a) prepare, conclude and execute the agreement and for other purposes approved by you,
b) to execute the legitimate interest like marketing of products and the agreement, claim assertion or defence against claims resulting from the law regulations.

4. Entities entitled to the reception of your personal data may be the authorised public bodies; mail providers; providers of the services covered by the agreement; responsible for debt recovery, keeping the archives, document utilization, legal consulting, technical services, IT services and accountancy.

5. Your personal data shall not be transferred to the third country, nor to the international bodies.

6. Your personal data shall be processed within the period of the agreement and upon your additional consent until you withdraw it. APD shall keep the data for the period of any civil law claim execution connected with the agreement.

7. You have the right to demand an access to your personal data, to correct or to delete the data if there is no other basis for the processing or any other purpose of such processing or to limit the processing of the data, to transfer the data to another administrator and to raise objections to the further data processing if there is no legal basis for further processing and to withdraw any previous consent.

8. You provide the personal data voluntarily, however they are necessary to conclude the agreement. The refusal of providing such data may result in the refusal of the agreement conclusion.

9. You have the right to lodge a complaint to the Personal Data Protection Office when in your opinion the data processing violates the regulations of General Data Protection Regulation of the 27 April, 2016 (RODO).

10. Your data will be automatically processed, including the form of profiling.
11. You are obligated to forward above mentioned information to your representative, especially if you appointed this person in the agreement as the contact person or as the representative for the agreement execution.

OK

Unreal Engine: Two Floor House - Tip of the Week

Michał Franczak 2017-02-03 10:19 tutorial  > Unreal Engine  > modeling

Unreal Engine architectural scene - making of Archinteriors for Unreal vol. 3.

This is our second scene from Archinteriors for Unreal Engine vol. 3. It has two floors and is set in winter wonderland. We added a snow particle system and winter landscape with low poly trees.

Click on image to enlargeAI_UE4_vol3_scene_02_01_evermotion_00263.jpg

Unreal Engine 4 screenshot.

 

 

Click on image to enlargeAI_UE4_vol3_scene_02_02_evermotion_00264.jpg

Unreal Engine 4 screenshot. 

 

Click on image to enlargeAI_UE4_vol3_scene_02_07_evermotion_00265.jpg

Unreal Engine 4 screenshot.

 

Click on image to enlargeAI_UE4_vol3_scene_02_14_evermotion_00266.jpg

Unreal Engine 4 screenshot.

 

Click on image to enlargeAI_UE4_vol3_scene_02_top_01_evermotion_00267.jpg

Unreal Engine 4 screenshot - top view.

 

Click on image to enlargeAI_UE4_vol3_scene_02_top_02_evermotion_00233.jpg

Unreal Engine 4 screenshot - top view.

 

Walktrough - as you can see the scene is optimized - it works fluently on modern hardware (120+ FPS). System specs:

This walktrough was recorded on the following machine:

  • GPU: ASUS STRIX GTX 980 Ti
  • CPU: Intel Core i7 5820K, Core Speed 3,6 Ghz
  • 64 GB RAM

Click on image to enlargeAI3UE_S2__0027_Layer_2_evermotion_00261.jpg

Post-process volume box is slightly larger than a building itself.

 

Click on image to enlargeAI3UE_S2__0026_Layer_3_evermotion_00260.jpg

Post-process settings - they are affecting players and cameras inside the building only - we lowered bloom intensity, changed contrast settings, applied warm tint and desaturated the whole scene a bit.

 

Click on image to enlargeAI3UE_S2__0025_Layer_4_evermotion_00259.jpg

More post-process settings. Unreal Engine gives you a possibility to use different post-processing in different areas of the scene. If you want, you can even bind post-processing settings with events.

 

Click on image to enlargeAI3UE_S2__0024_Layer_4b_evermotion_00258.jpg

Something that differentiates Unreal from typical 3d software is easy particle creation and the fact that you can see particles flowing in realtime in your viewport. 

 

Click on image to enlargeAI3UE_S2__0023_Layer_5_evermotion_00257.jpg

You can edit your particles in particle editor - here's where you choose lifetime of particles, spawn rate, etc.

 

Click on image to enlargeAI3UE_S2__0022_Layer_6_evermotion_00256.jpg

More particle system settings - Lifetime distribution controls how long each snow petal will last. We set minimum at 5 and the maximum at 14. By increasing these values you will get denser snow.

 

Click on image to enlargeAI3UE_S2__0021_Layer_7_evermotion_00255.jpg

Translucent petal material. It is emmisive and not completely opaque.

 

Click on image to enlargeAI3UE_S2__0020_Layer_8_evermotion_00254.jpg

Achieving good reflections in Unreal sometimes requires faking them - Unreal Engine blends reflection that are captured by Reflection Capture Spheres. The top priority has the sphere closest to the surface.

 

Click on image to enlargeAI3UE_S2__0019_Layer_9_evermotion_00253.jpg

Small light sources.

 

Click on image to enlargeAI3UE_S2__0018_Layer_10_evermotion_00252.jpg

Just low-intensity point lights will get the job done - settings are on the right.

 

Click on image to enlargeAI3UE_S2__0017_Layer_11_evermotion_00251.jpg

Another additional light - this time it's not a point light but a spot light with controllable cone radius.

 

Click on image to enlargeAI3UE_S2__0016_Layer_12_evermotion_00250.jpg

Spot light - more settings.

 

Click on image to enlargeAI3UE_S2__0015_Layer_13_evermotion_00249.jpg

The pillow mesh with applied material.

 

 

  • AI3UE_S2__0014_Layer_14_evermotion_00248.jpg
  • AI3UE_S2__0013_Layer_15_evermotion_00247.jpg
The pillow mesh - solid / wireframe (drag slider).

 

 

Click on image to enlargeAI3UE_S2__0012_Layer_16_evermotion_00246.jpg

All materials from this scene are based on one optimized base shader material made by Evermotion.

 

Click on image to enlargeAI3UE_S2__0011_Layer_17_evermotion_00245.jpg

Base shader is flexible when it comes to scale and tiling - so no matter if we want to make some fast material for an object far from camera or a very detailed material for the object that is close, we can achieve it with an instance of this shader.

 

Click on image to enlargeAI3UE_S2__0006_Layer_22_evermotion_00240.jpg

Main outside light source - directional light settings.

 

Click on image to enlargeAI3UE_S2__0004_Layer_24_evermotion_00238.jpg

Rendering settings. You can notice that we turned up Reflection Capture Resolution from standard 128 to 512.

 

Click on image to enlargeAI3UE_S2__0003_Layer_25_evermotion_00237.jpg

Small details increase realism - these cones were originally made for our Scandinavian props colelction - Archmodels vol. 134 (for 3ds Max, V-Ray and C4D). We converted them and placed in Unreal Engine.

 

Click on image to enlargeAI3UE_S2__0000_Layer_28_evermotion_00234.jpg

The building without the roof - more detailed look on construction details. 

That's all! You can  buy Archinteriors for Unreal Engine vol. 3 in Evermotion Shop.

 

Author: Michał Franczak Editor: Michał Franczak
Tags: archinteriors unreal unrealengine ai3ue
You may also like...
Making of Archinteriors vol. 31 scene

Making of Archinteriors vol. 31 scene

Marcin Bialecki  from Evermotion shows the process of making interior visualization.
×

LEAVE A COMMENT

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