We add new 3D SCANS every week

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

  • offerAdd project
  • offerLiked projects
  • offerView your artist profile

  • Dark mode

Information Clause

In accordance with the art. 13 section 1 and 2 of the European Parliament and Council Regulation 2016/679 of the 27th April, 2016 on the protection of natural persons, with regard to the processing of personal data and on the free movement of such data, and repealing Directive 95/46/EC (General Data Protection Regulation), hereafter RODO, I hereby inform that:

1. EVERMOTION S.C., 8 Przędzalniana Str., 15-688 Białystok, Poland is the Administrator of your Personal Data (APD)

2. Data Protection Inspector can be reached through e-mail: iod@evermotion.org

3. Your personal data are to be processed on the basis of art. 6 section 1 letter a, b and f of RODO in order to:
a) prepare, conclude and execute the agreement and for other purposes approved by you,
b) to execute the legitimate interest like marketing of products and the agreement, claim assertion or defence against claims resulting from the law regulations.

4. Entities entitled to the reception of your personal data may be the authorised public bodies; mail providers; providers of the services covered by the agreement; responsible for debt recovery, keeping the archives, document utilization, legal consulting, technical services, IT services and accountancy.

5. Your personal data shall not be transferred to the third country, nor to the international bodies.

6. Your personal data shall be processed within the period of the agreement and upon your additional consent until you withdraw it. APD shall keep the data for the period of any civil law claim execution connected with the agreement.

7. You have the right to demand an access to your personal data, to correct or to delete the data if there is no other basis for the processing or any other purpose of such processing or to limit the processing of the data, to transfer the data to another administrator and to raise objections to the further data processing if there is no legal basis for further processing and to withdraw any previous consent.

8. You provide the personal data voluntarily, however they are necessary to conclude the agreement. The refusal of providing such data may result in the refusal of the agreement conclusion.

9. You have the right to lodge a complaint to the Personal Data Protection Office when in your opinion the data processing violates the regulations of General Data Protection Regulation of the 27 April, 2016 (RODO).

10. Your data will be automatically processed, including the form of profiling.
11. You are obligated to forward above mentioned information to your representative, especially if you appointed this person in the agreement as the contact person or as the representative for the agreement execution.

OK

Making of Unreal Bedroom - Tip of the Week

Michał Franczak 2017-11-24 12:36 tutorial  > Unreal Engine  > modeling

We are analyzing nice bedroom from Archinteriors for UE vol. 3.

This scene was created in two versions. One was for 3ds Max, which appeared in Archinteriors vol 45. We also have a tutorial for that version: Making of Cosy Bedroom. After releasing this collection we came with the idea to create nice set of interiors for Unreal Engine users and push the limits to the top when it comes to realistic rendering in game engine. This way we created an entire new collection of scenes - Archinteriors for UE vol. 3. This is one of four scenes that is included in this collection.

 

slice10_7

First light source is directional Light.

 

slice9_8

Directional light settings

 

slice1_8

Our scene in Unreal Engine. One of characteristics of game engines are reflection probes that are used to generate believable (although fake) reflections for scene elements. Positioning and sizing of reflection probes is a process of trial and error and generally - the matter of taste.

 

slice22_6

We made an animation of this scene for promotional purposes. All cameras were placed and moved within the engine and we decided to leave the final sequences and their elements in the scene, for educational purposes. Here you can see level sequence that was used for a short close-up shot of a chair. It's very simple - just a camera track with keyframes for position and rotation and Camera Cut track.

 

slice23_6

The sequence from previous image is a part of Master sequence, consisting of 3 sub-sequences.

 

slice21_6

Sequence export settings: 60 frames per second in HD resolution, PNG files (loseless). These files will go into video editing software later.

 

slice20_6

Our file has two levels (or maps). One is the room that is a final scene and the second is an overview scene that serves as a menu of items that were used in the project.

 

nr_00558_HighresScreenshot00001

A screenshot of an overview scene

 

nr_00557_HighresScreenshot00000

Overview scene - close up

 

slice19_7

Book texture: The most of materials are based on "Base material", so we can work with instances (which is faster and easier to iterate with textures, if we want to change something, etc.)

 

slice18_7

A texture of a plane that is mimicing building behind the window

 

slice17_7

Building facade material

 

slice16_7

Base material overview. Looks like a big fish, but really it is not THAT complicated.

 

slice15_7one node that is used to ind

For example - metallicUV_scale node is controlling UV scale, we also have a node that is used to place texture in material instance, another node controls contrast of this texture and another one: amount of metallic texture.

 

slice14_7

A chair and its UVs

 

slice13_7

Floor has seven separate materials with color variations.

 

slice12_7

Sphere Reflection capture settings. Here you can control influence radius of the sphere and its overall contribution to the scene.

 

slice11_7

In Project settings > Rendering you tweak reflections quality - use Reflection Capture Resolution box for that.

 

slice8_8

The only light except direct light is a small point light inside.

 

slice7_9

The whole scene is surrounded by LightStudio Sphere, settings on the right.

 

slice6_9

LightStudio sphere settings, continued.

 

slice5_9

Post-processing volume settings

 

slice4_9

Post-processing, continued

 

slice3_9

Post-processing, continued

slice2_9

Post-processing, continued

 

nr_00559_AIUE3_scene03_01

Final scene - screenshot 1. Archinteriors for UE vol. 3

 

nr_00560_AIUE3_scene03_02

Final scene - screenshot 2. Archinteriors for UE vol. 3

 

nr_00561_AIUE3_scene03_03

Final scene - screenshot 3. Archinteriors for UE vol. 3

 

nr_00562_AIUE3_scene03_04

Final scene - screenshot 4. Archinteriors for UE vol. 3

 

nr_00563_AIUE3_scene03_05

Final scene - screenshot 5. Archinteriors for UE vol. 3

 

nr_00564_AIUE3_scene03_06

Final scene - screenshot 6. Archinteriors for UE vol. 3

 

nr_00565_AIUE3_scene03_07

Final scene - screenshot 7. Archinteriors for UE vol. 3

 

nr_00566_AIUE3_scene03_08

Final scene - screenshot 8. Archinteriors for UE vol. 3

 

nr_00567_AIUE3_scene03_09

Final scene - screenshot 9. Archinteriors for UE vol. 3

 

nr_00568_AIUE3_scene03_10

Final scene - screenshot 10. Archinteriors for UE vol. 3

 

nr_00569_AIUE3_scene03_11

Final scene - screenshot 11. Archinteriors for UE vol. 3

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.

denniscg 11:51:51  |  29-11-2017
Really helpful, output looks spectacular. Could you guide us on how you created the LightStudio Sphere Blueprint as it's not a pre-implemented bp. Understanding about the BP would be great as it's controlling the atmosphere of the scene. Thanks.
dr_After 11:10:50  |  04-12-2017
Hi, denniscg. I will make some screenshots about that soon :)