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Making of Unreal Loft - Tip of the Week

Michał Franczak 2018-05-15 09:08 tutorial  > Unreal Engine  > modeling

Breaking down the scene from Archinteriors for Unreal Engine vol. 5.

Archinteriors for Unreal Engine vol. 5 is a collection of five modern interior scenes. First, artists prepared all models and scenes in 3ds Max, carefully unwrapped all assets, textured each one of them in Substance Painter and imported to Unreal Engine 4, where the whole scene was recreated, lighted and prepared for realtime. Scenes are VR compatible, assuming that you have decent GPU (at least GeForce GTX 1080 for fluent VR movement in all scenes).

 

AI_vol5_001_001

It is a screenshot of the first scene of the collection. It is a simple interior with mezzanine, mixing wood and metal elements in modern style. More images at the end of the article.

 

1_overview

Overview of the scene in Unreal Engine project window.

 

directional_light_01

Directional Light Settings. we included shaft occlusion and bloom for realistic post-fx of light. To make softer shadows, we also checked "Use Area Shadows for Stationary Light".

 

env_sphere

We used environment sphere for exterior. Although the bitmap details are barely visible because of brightness, the sphere itself is used by Skylight component to light the scene.

 

 

env_material

Environment sphere material instance.

 

env_texture

Environment texture.

 

point_light

We used point and spot lights to enhance details of the scene and for lamp bulbs, etc.

 

bp_light_studio_fog

BP Light Studio is used as overall lighting solution - it manages Exponential height Fog and Skylight. 

 

bp_light_studio_sky

Skylight settings. We are capturing the scene (the earlier sphere with the environment map_ and casting onto models with Intensity of 20.

 

cabinet

A cabinet mesh.

 

cabinet_material

An example of a material instance. It is based on base material included with the scene. Rather simple setup, because most of the work is made in Substance Painter, we do not need to tweak textures too much, so we are exposing just some basic parameters in the base material, like brightness of diffuse map, roughness amount and contrast and ambient occlusion.

 

post_process_01

Post process settings - there was some work involved - we tweak many color grading settings in Unreal, used chromatic abberation, disabled auto exposure (Min and Max settings are on 1)/

 

post_process_02

Lens flares are also disabled.

 

project_settings

We increased Reflection Capture Resolution to 1024.

 

AI_vol5_001_002

Final screenshot

 

AI_vol5_001_003

Final screenshot

 

AI_vol5_001_005

Final screenshot

 

AI_vol5_001_006

Final screenshot

 

AI_vol5_001_007

Final screenshot

 

AI_vol5_001_008

Final screenshot

 

AI_vol5_001_009

Final screenshot

 

AI_vol5_001_010

Final screenshot

You can pre-order  the whole Archinteriors for Unreal Engine vol. 5 in Evermotion Shop. After the release of the collection, you will be also able to buy scenes separately. Thanks for reading!

Author: Michał Franczak Editor: Michał Franczak
Tags: interior unreal
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