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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:

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Unreal Engine: Making of Bright Interior - Tip of the Week

Michal Franczak 2018-01-17 14:39 tutorial  > Unreal Engine  > modeling

We're analyzing the scene 1 from Archinteriors for Unreal Engine vol. 4

This bright loft scene is a part of Archinteriors for Unreal Engine vol. 4. Check out all five scenes in Evermotion Shop. We poreted this scene from 3ds Max version, carefully optimized all the models, textured them in Substance Painter and re-created the scene using Unreal Engine rendering and lighting capabilties.

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A screenshot from Unreal Engine

 

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A screenshot from Unreal Engine

 

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A screenshot from Unreal Engine

 

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A screenshot from Unreal Engine

 

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The scene consists of one main building and one additional building that is visible as a distant facade behind the windows.

 

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The secondary building.

 

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Floor mesh with UV map that is used for lightmap baking.

 

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One of unique features of this scene are baked caustics. We baked them in V-Ray (because this scene comes originally from V-Ray) using caustics pass and then created a blueprint that gives this additional bit of photorealism for glass objects.

 

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Caustics material.

 

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Caustics texture mask exported from 3ds Max (V-Ray).

 

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Palette table top and its UV map.

 

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Rug was made with a material that uses Parallax Occlusion Mapping Node. Thanks to it, we have this "3d look" of it's texture.

 

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Rug material looks complicated, but basically it's just mixing textures and controls their texture coordinates, the only thing that is unordinary is...

 

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ParallaxOcclusion Mapping node. You can learn more about setting Parallax Occlusion in Unreal Engine from this tutorial.

 

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ParallaxOcclusion Texture was made in Substance Designer by mixing procedural maps

 

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All wooden construction elements are separated, to maximize texel density in scene. You should always consider separating elements when working with game engine. You can read more about texel density here

 

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Wooden element and its UV map.

 

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Kitchen wall mesh and its UVs.

 

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Kitchen wall in the scene

 

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Lampshade UVs

 

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We used BP_Lightstudio for controlling environment lighting. This asset comes with Free Landscape Pack by Epic Games and controls HDRI and skylight lighting.

 

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BP_Lightstudio settings

 

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BP_Lightstudio settings (continued)

 

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BP_Lightstudio - skylight settings

 

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World settings - the most important changes are made in Lightmass section, to control baking quality.

 

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Directional Light settings

 

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Directional Light settings (continued)

 

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Post-processing settings.

 

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Skylight settings

 

Author: Michal Franczak Editor: Michal Franczak
Tags: archinteriors loft unreal
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sazemard 17:37:46  |  23-01-2018
Why two skylights in the same scene ?
tootsie 15:58:37  |  02-12-2018
Similar question: You are using BP_Lightstudio and I see the Sun is turned off in that blueprint, and that you are using a separate direcftional light sun. Why is that? Also, you are using the skylight in BP_Lightstudio, but you also appear to have a separate one as well. Why?? Tnx