This week we will take a look at an interior scene that was created for Archinteriors for Unreal vol. 4. It is a blue room and a bedroom, lit by subtle overcast lighting.
Screenshot from Unreal Engine. The collection comes with many assets.
Screenshot from Unreal Engine. All assets were textured in Substance Painter / Designer.
Screenshot from Unreal Engine. We used many reflection capture spheres in this scene to achieve good quality relfections. More on that later.
Screenshot from Unreal Engine. Notice subtle, soft shadows in the scene.
Screenshot from Unreal Engine. Good texturing is a key to success when it comes to work with any 3d package, Unreal Engine is no exception..
Animated GIF: four different modes of viewing our scene: Unlit / Lighting Only / Detail Lighting and final Lit image.
Our interior is surrounded by a dome with a texture mapped on it - typical scenario if we want to have nice bacground, but we don't want to model it, because it is far from camera.
Texture of background buildings.
The dome itself.
You can compare mthe scale of a building and background assets (dome and plane).
Animated GIF: We placed animated candles in the scene.
We used simple technique for candle animation: we created a flipbook texture and animated it with FlipBook node. We also used Noise node to animate flame position.
Candle flame texture was created from single texture: we took a flame, multiplied it 16 times and used liquid tool in Photoshop to create variations. All animation consists of 16 frames, but it could be even smoother if we would use larger flipbook.
Smooth shadows on the floor.
The floor asset has five materials assigned to different, randomly choosen floor staves.
Floor unwrapped.
Animated GIF: We divided floor plane in 3 pieces, to get better Lightmass resolution.
All materials in the scene are based on our master materials.
Sun settings.
Point lights for candles.
Reflection captures in the scene.
Skylight settings.
All scene assets.
Project rendering settings (we increased Reflection Capture resolution to 1024)
World lightmass and Post-processing settings.
Thanks for your attention!
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