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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.
This is a screenshot from main interior - a conference room.
Another shot from conference room.
First floor - office area.
Stairs between floors.
A grand piano, because it makes this industrial space a bit warmer.
Overview of scene elements - we made a separate map in Unreal project for this.
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.
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.
We placed some foliage outside.
All materials are instances based on "Base Material".Base material has many elements exposed, so it can be used for many different elements.
A samll sneak peek on base material.
World settings, we made some tweaks to lightmass to achieve better quality. All tweaked parameters have this small yellow "return" arrow on the right.
Directional light 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.
The way we split the scene: wall element.
A view from outside, you can see postprocess volume and lightmass importance volume bounding boxes.
For better reflections we placed reflection spheres in the scene, settings are on the right.
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