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
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 enlarge
Unreal Engine 4 screenshot.
Click on image to enlarge
Unreal Engine 4 screenshot.
Click on image to enlarge
Unreal Engine 4 screenshot.
Click on image to enlarge
Unreal Engine 4 screenshot.
Click on image to enlarge
Unreal Engine 4 screenshot - top view.
Click on image to enlarge
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 enlarge
Post-process volume box is slightly larger than a building itself.
Click on image to enlarge
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 enlarge
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 enlarge
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 enlarge
You can edit your particles in particle editor - here's where you choose lifetime of particles, spawn rate, etc.
Click on image to enlarge
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 enlarge
Translucent petal material. It is emmisive and not completely opaque.
Click on image to enlarge
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 enlarge
Small light sources.
Click on image to enlarge
Just low-intensity point lights will get the job done - settings are on the right.
Click on image to enlarge
Another additional light - this time it's not a point light but a spot light with controllable cone radius.
Click on image to enlarge
Spot light - more settings.
Click on image to enlarge
The pillow mesh with applied material.
The pillow mesh - solid / wireframe (drag slider).
Click on image to enlarge
All materials from this scene are based on one optimized base shader material made by Evermotion.
Click on image to enlarge
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 enlarge
Main outside light source - directional light settings.
Click on image to enlarge
Rendering settings. You can notice that we turned up Reflection Capture Resolution from standard 128 to 512.
Click on image to enlarge
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 enlarge
The building without the roof - more detailed look on construction details.
COMMENTS