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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
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