Making of "Unreal House" - Tip of the Week

Michał Franczak 2017-03-15 14:20 tutorial  > Unreal Engine  > compositing

We are presenting the breakdown of the scene 1 from Archinteriors for UE vol. 2.

During the last two years Evermotion created several collections for Unreal Engine. Since 2015 realtime rendering becomes more and more popular for arch-viz industry. The scene below comes from Archinteriors for Unreal Engine  vol. 2. The collection consists of four scenes of modern interiors - for residential, office and commercial purposes. Today we will look at the scene 1 - The House.

Click on image to enlarge001_evermotion_00567.jpg

Unreal Engine 4 screenshot.

 

Click on image to enlarge002_evermotion_568.jpg

Unreal Engine 4 screenshot.

 

Click on image to enlarge003_evermotion_569.jpg

Unreal Engine 4 screenshot.

 

Click on image to enlarge006_evermotion_570.jpg

Unreal Engine 4 screenshot.

 

Click on image to enlarge007_evermotion_571.jpg

Unreal Engine 4 screenshot.

 

Click on image to enlargeTOP_evermotion_572.jpg

Unreal Engine 4 screenshot - top view.

 

Click on image to enlargeslice1.jpg

Unreal Engine 4 - viewport. The main point (and "player start") is the kitchen / dining room area.

 

Click on image to enlargeslice2.jpg

The building from the outside. You can see PostProcess Volume Bounding Box. We sculpted the landscape inside Ue4 and scattered some winter trees too.

 

Click on image to enlargeslice3.jpg

Chair mesh. As you can see on the right, we often override Light Map resolution. In this case we are using 512 resolution for baking normal map.

 

Click on image to enlargeslice4.jpg

Floor mesh.

 

Click on image to enlargeslice5.jpg

Floor material in the instance editor. Our base material is rather complex, the most of the materials are just an instances of it, so we can deal with shading much faster.

 

Click on image to enlargeslice6.jpg

Floor material, continued.

 

Click on image to enlargeslice7.jpg

Floor material, continued.

 

Click on image to enlargeslice8.jpg

Ceiling lamp.

 

Click on image to enlargeslice9.jpg

Ceiling lamp material.

 

Click on image to enlargeslice10.jpg

Ceiling lamp material (continued).

 

Click on image to enlargeslice11.jpg

Ceiling lamp material (continued).

 

Click on image to enlargeslice12.jpg

Table mesh. This table (and some other props) was converted from our 3ds Max scene made for Archinteriors vol. 37.

 

Click on image to enlargeslice13.jpg

Table material.

 

Click on image to enlargeslice14.jpg

Table material (continued).

 

Click on image to enlargeslice15.jpg

we used the following world settings to set up lightmass / rendering quality.

 

 

Click on image to enlargeslice17.jpg

Our Playerstart placement. If you press "play" this will be the place where our simulation begins.

 

Click on image to enlargeslice19.jpg

The building is placed on the landscape sculpted in UE4.

 

Click on image to enlargeslice20.jpg

Lanscape is surrounded by mountains. Each mountain is a separate mesh.

 

Click on image to enlargeslice21.jpg

Mountain mesh.

 

Click on image to enlargeslice22.jpg

Landscape without mountains.

 

Click on image to enlargeslice23.jpg

Atmospheric fog settings.

 

Click on image to enlargeslice24.jpg

And that's how the scene looks without mountains and atmospheric fog.

 

Click on image to enlargeslice25.jpg

When we turn PostProcess Volume off, we get much darker scene.

 

Click on image to enlargeslice26.jpg

PostProcess enabled.

 

Click on image to enlargeslice27.jpg

The main difference comes from Indirect Lighting Instnsity value.

 

Click on image to enlargeslice28.jpg

Frozen glass mesh.

 

Click on image to enlargeslice29.jpg

Frozen glass diffuse map.

 

Click on image to enlargeslice30.jpg

Frozen glass material.

 

Click on image to enlargeslice31.jpg

Frozen glass bump texture.

 

Click on image to enlargeslice32.jpg

Frozen glass scratches map.

 

Click on image to enlargeslice33.jpg

We also included particles, based on simple particle system that comes with starter content of Unreal Engine..

 

 

Click on image to enlargeslice35.jpg

Mesh of a tree with UV map.

Thank you for your attention! Please, don't forget to look at our collections for Unreal Engine. If you are interested in buying this scene you can get it with  Archinteriors for Unreal Engine  vol. 2

 

Author: Michał Franczak Editor: Michał Franczak
Tags: unreal
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.
  • ul. Przedzalniana 8, 15-688 Bialystok, POLAND
  • ph.: +48 85 674 50 05