Making of Unreal Bedroom - Tip of the Week

Michal Franczak 2018-02-22 14:51 tutorial  > Unreal Engine  > modeling

We are breaking down a scene 3 from Archinteriors for Unreal Engine vol. 4.

This is a bedroom + living room scene from Archinteriors for Unreal Engine vol. 4, one of total 5 scenes in this collection. 

nr_00007_AI_vol4_03_002

A screenshot from Unreal Engine.

 

nr_00006_AI_vol4_03_001

Another view of the scene.

 

nr_00004_AI_vol4_03_004

We included many meshes in the scene. You can use them in your visualizations by migrating them between Unreal engine 4 projects.

 

nr_00005_AI_vol4_03_005

Bed and industrial design lamp.

 

nr_00003_AI_vol4_03_003

Plant and book on glass table.

 

unreal_materials_base

All materials in this scene are based on a bunch of base materials. It makes material creation process faster and more predictable. If you want to use our base materials in your Unreal engine scenes, you can migrate them too.

 

unreal_table_2

Glass table mesh.

 

unreal_table_closeup

The key to success is attention to details. Although table legs are not a big mesh in the scene, we created nice copper-like material that gives that bit of realism. 

 

unreal_materials_copper

Table legs material is an instance of our base master material. It was textured in Substance Painter. We exported textures (base color, normal and packed occlussion / roughness / metallic texture) and assigned them to our base material. Our base material allows some simple controls like choosing Ambient Occlussion amount or scaling UVs.

 

unreal_table_uv

Table and its UV map.

 

unreal_meshes_overview

All scene assets in Overview scene (also included in Archinteriors for Ue vol. 4).

 

unreal_meshes_browse

All scene assets in Content Browser.

 

UNREAL_FLOOR_MESHES.gif

We used two meshes for floor - one for each room.

 

floor_mesh

Floor mesh.

 

floor_mesh_closeup

As you can see, floor in the main room is not made with a simple plane - we used floor generator and  beveled planks.

 

unreal_floor_uv

Floor mesh uv map.

 

UNREAL_LIGHTING_MODES.gif

GIF. The scene in different lighting modes.

 

 

unreal_direct_light_1

Direct light settings. The best lighting for architectural interior scenes is static or stationary light, with lightmaps generated in the engine. As you can see, our direct light is in "Stationary" mode, we tweaked its power (light intensity) and source angle (which gives softer looking shadows). we also checked "Use area shadows for stationary light" option. Area shadows are softer the further they are from object casting shadow. They were introduced in Unreal engine 4.9.

 

unreal_direct_light_2

Direct Light settings (continued).

 

unreal_light_portal

To speed ub building of Global Illumination (aka Light maps), we placed LightmassPortals in the windows of the building.

 

unreal_lightmass_improtance_volume

Another good practice is to put LightmassImportanceVolume around your scene.

 

unreal_sky_sphere

SkySphere is responsible for showing that background trees behind windows.

 

unreal_skylight

Skylight generates ambient light for the scene. We used standard environment map that comes with Unreal Engine as HDRI.

 

unreal_atmospheric_fog

Atmospheric fog settings.

 

reflection_captures

To get proper reflections, you need many reflection capture spheres in your scenes. Place them according to your taste and look of nearby objects.

 

unreal_point_light

Additional point light in lamp.

 

post_process_1

Post process volume settings.

 

post_process_2

Post process volume settings - continued.
 

unreal_world_settings_1

World settings, perhaps one of the most important settings in the scene - they are responsible for baking lightmaps and providing high quality lighting of the scene. As you can see, we tweaked it a bit.

Author: Michal Franczak Editor: Michał Franczak
Tags: engine unreal
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bernicestockstill16:40:04  |  01-03-2018
cool stuff as for me)

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