We add new 3D SCANS every week

Shop Now
Search
Cart
Sign in
  • offerCustomer zone
  • offerYour orders
  • offerEdit account

  • offerAdd project
  • offerLiked projects
  • offerView your artist profile

  • Dark mode

We care about your privacy

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
Accept all
Accept selection
Reject all

Making of Huge Loft in Unreal Engine - Tip of the Week

Michał Franczak 2017-07-27 14:46 tutorial  > Unreal Engine  > rendering

We are looking at the scene 3 from Archinteriors for UE4 vol. 2

This scene was released with Archinteriors for Unreal Engine 4 vol. 2 (consisting of four scenes total). It is really big loft / office space, but, despite many assets it is really nicely optimised, allowing fluent work even on older machines (like for example Geforce 480). Let's take a look at this scene.

Unreal_Engine_Loft_Archmodels_fin01

This is a screenshot from main interior - a conference room.

 

Unreal_Engine_Loft_Archmodels_fin02

Another shot from conference room.

 

Unreal_Engine_Loft_Archmodels_fin03

First floor - office area.

 

Unreal_Engine_Loft_Archmodels_fin04

Stairs between floors.

 

Unreal_Engine_Loft_Archmodels_fin05

A grand piano, because it makes this industrial space a bit warmer.

 

Unreal_Engine_Loft_Archmodels_fin06

Overview of scene elements - we made a separate map in Unreal project for this.

 

Unreal_Engine_Loft_Archmodels_01

This is a initial look of the scene after opening Unreal Engine eidot. You can see two maps - overview and main level. It is possible that you will also see a message in viewport window, urging you to rebuild the lighting.

 

Unreal_Engine_Loft_Archmodels_02

A floor mesh was divided into parts - we wanted to keep textures resolutions at reasonable size (and in the meantime keep the highest quality possible). This floor piece is textured with 4k textures.

 

Unreal_Engine_Loft_Archmodels_03

We placed some foliage outside. 

 

Unreal_light_wood_settings

All materials are instances based on "Base Material".Base material has many elements exposed, so it can be used for many different elements.

 

Unreal_Engine_Loft_Archmodels_08

A samll sneak peek on base material.

 

Unreal_world_settings

World settings, we made some tweaks to lightmass to achieve better quality. All tweaked parameters have this small yellow "return" arrow on the right.

 

Unreal_Directional_Light_settings

Directional light settings.

 

Unreal_PostProcess_Settings

PostProcess Volume settings - we increased contrast and gain, make some colors corrections to shadows, added a bit of film grain and small bloom, we also increased quality of screen space reflections.

 

Unreal_Engine_Loft_Archmodels_17

Skylight settings.

 

Unreal_Engine_Loft_Archmodels_18

BP_SkySphere settings.

 

Unreal_Engine_Loft_Archmodels_19

The way we split the scene: wall element.

 

Unreal_Engine_Loft_Archmodels_20

Columns.

 

Unreal_Engine_Loft_Archmodels_21

A view from outside, you can see postprocess volume and lightmass importance volume bounding boxes.

 

Unreal_Engine_Loft_Archmodels_24

For better reflections we placed reflection spheres in the scene, settings are on the right.

 

Unreal_Engine_Loft_Archmodels_25

Project settings.

Thanks for reading! You can buy this scene or entire Archinteriors for UE4 vol. 2 in Evermotion Shop!

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.