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:
1. EVERMOTION S.C., 8 Przędzalniana Str., 15-688 Białystok, Poland is the Administrator of your Personal Data (APD)
2. Data Protection Inspector can be reached through e-mail: iod@evermotion.org
3. Your personal data are to be processed on the basis of art. 6 section 1 letter a, b and f of RODO in order to:
a) prepare, conclude and execute the agreement and for other purposes approved by you,
b) to execute the legitimate interest like marketing of products and the agreement, claim assertion or defence against claims resulting from the law regulations.
4. Entities entitled to the reception of your personal data may be the authorised public bodies; mail providers; providers of the services covered by the agreement; responsible for debt recovery, keeping the archives, document utilization, legal consulting, technical services, IT services and accountancy.
5. Your personal data shall not be transferred to the third country, nor to the international bodies.
6. Your personal data shall be processed within the period of the agreement and upon your additional consent until you withdraw it. APD shall keep the data for the period of any civil law claim execution connected with the agreement.
7. You have the right to demand an access to your personal data, to correct or to delete the data if there is no other basis for the processing or any other purpose of such processing or to limit the processing of the data, to transfer the data to another administrator and to raise objections to the further data processing if there is no legal basis for further processing and to withdraw any previous consent.
8. You provide the personal data voluntarily, however they are necessary to conclude the agreement. The refusal of providing such data may result in the refusal of the agreement conclusion.
9. You have the right to lodge a complaint to the Personal Data Protection Office when in your opinion the data processing violates the regulations of General Data Protection Regulation of the 27 April, 2016 (RODO).
10. Your data will be automatically processed, including the form of profiling.
11. You are obligated to forward above mentioned information to your representative, especially if you appointed this person in the agreement as the contact person or as the representative for the agreement execution.
Archinteriors for UE vol. 6 is a collection that was hand-made - modeled in 3ds Max, textured in Substance Painter and set-up in Uneral Engine. We didn't use DataSmith tool for importing our scene to Unreal Engine, because we wanted to achieve the highest possible quality and DataSmith output is often too generic and simple for our purpose.
Scene overview
Scene screenshot from Unreal Engine, no post-production.
Screen shot from Unreal Engine. The building has two floors.
Top view 1.
Top view 2
Fly- through the scene.
Overview scene.
We included two levels in the scene - one including modern house and the second with meshes overview.
We included over 200 meshes in this collection.
Main light source is Direct Light. You can see settings on the right.
We included many artificial lights inside interior. Point Light Settings.
These lamps contain two light sources - point light (visible on the previous slide) and spot light that you can see here.
The building seen from outside - it is surrounded by cylindrical environment map.
Environment map.
Environment map material settings.
Light portals speed up light baking calculations.
Lightmass importance volume.
Post Process Volume settings. We tweaked almost every aspect.
BP Light Studio settings. BP Light Studio is a special environment lighting blueprint.
All materials were prepared carefully in Substance Painter, all meshes are unwrapped (unique uvs) and textured (mostly with 4K maps for the highest possible quality). This collection was created using 100% PBR workflow, with extreme photorealism in mind.
Below you can see the process of creating stool materials in Substance Painter.
We used single texture set for three materials, which allowed us to lower hardware requirements of the scene.
Wood material consists of high quality scanned wood base and many tweaks for achieving believable surface details: dirt, damage, ambient occlussion dirt, spot masks, etc.
Metal material
Leather material
Additional global imperfections (dust, scratches, edge wear, tweaking roughness)
Different channels of stool materials
We used painted normals for bumping metal elements.
TWEAKABLE MATERIALS
If you want to tweak materials in Unreal Engine, you can do it, thanks to exposed parameters. Our base materials gives you ability to tweak brightness of color textre, roughness contrast, amount of ambient occlussion and normal map intensity. We also included base materials for clear coat, cloth, displaced meshes, emissive, foliage and glass.
Base material - general
Base material - cloth
Base material - glass
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