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Making of Blue Interior - Tip of the Week

Michal Franczak 2018-02-12 14:03 tutorial  > Unreal Engine  > modeling

We are breaking down the scene 02 from Archinteriors for Unreal vol. 4.

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.

AI_vol4_02_001

Screenshot from Unreal Engine. The collection comes with many assets.

 

AI_vol4_02_002

Screenshot from Unreal Engine. All assets were textured in Substance Painter / Designer.

 

AI_vol4_02_003

Screenshot from Unreal Engine. We used many reflection capture spheres in this scene to achieve good quality relfections. More on that later.

 

AI_vol4_02_004

Screenshot from Unreal Engine. Notice subtle, soft shadows in the scene.

 

AI_vol4_02_005

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..

 

Unreal_Engine_MODES.gif

Animated GIF: four different modes of viewing our scene: Unlit / Lighting Only / Detail Lighting and final Lit image.

 

Unreal_Engine_Archinteriors_0402_08

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.

 

Unreal_Engine_Archinteriors_0402_15

Texture of background buildings.

 

Unreal_Engine_Archinteriors_0402_16

The dome itself.

 

Unreal_Engine_Archinteriors_0402_17

You can compare mthe scale of a building and background assets (dome and plane).

 

Candle_Sequence.gif

Animated GIF: We placed animated candles in the scene. 

 

Unreal_Engine_Archinteriors_0402_02

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.

 

Unreal_Engine_Archinteriors_0402_01

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.

 

Unreal_Engine_Archinteriors_0402_14

Smooth shadows on the floor.

 

Unreal_Engine_Archinteriors_0402_13

The floor asset has five materials assigned to different, randomly choosen floor staves.

 

Unreal_Engine_Archinteriors_0402_12

Floor unwrapped.

 

Unreal_Engine_Floor.gif

Animated GIF: We divided floor plane in 3 pieces, to get better Lightmass resolution.

 

Unreal_Engine_Archinteriors_0402_06

All materials in the scene are based on our master materials.

 

Unreal_Engine_Archinteriors_0402_21

Sun settings.

 

Unreal_Engine_Archinteriors_0402_20

Point lights for candles.

 

Unreal_Engine_Archinteriors_0402_18

Reflection captures in the scene.

 

Unreal_Engine_Archinteriors_0402_19

Skylight settings.

 

Unreal_Engine_Archinteriors_0402_07

All scene assets.

 

Unreal_Engine_Archinteriors_0402_09

Project rendering settings (we increased Reflection Capture resolution to 1024)

 

ue4_02_postprocess

World lightmass and Post-processing settings.

Thanks for your attention!

Author: Michal Franczak Editor: Michał Franczak
Tags: tip unreal
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dream_arch 23:07:58  |  01-03-2018
I have a few questions. 1. inside every Static Mesh you are using Material slot for material and LOD0 slot for same material but with Cast Shadow and Enable Collusion enabled. What benefits brings this LOD0 slot with same material? For what you have enabled cast shadow and enable Collusion? 2. Why are you using second light source directed down? It generates no shadow in the scene. Thank you!