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.

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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.


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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:

  • CPU: Intel Core i7 5820K, Core Speed 3,6 Ghz
  • 64 GB RAM

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


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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.


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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.


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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. 


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


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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.


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


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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.


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Small light sources.


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


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


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Spot light - more settings.


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The pillow mesh with applied material.



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The pillow mesh - solid / wireframe (drag slider).



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


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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.


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Main outside light source - directional light settings.


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


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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.


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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
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